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If its a mottled texture or one that is a very fine grain it blends in ok with the HTML background.
e.g., say your image is 10 x10 px, and your movie is 200 by 100 px, and the picture is held in a movieclip called (instance name of) my_mc
//looping through 10 times to give 10 rows
for (i = 1; i < 10; ++i) {//looping through 20 times to give each row 20 columns
for (p = 1; p < 20; ++p) {// duplicating the movieclipeach loop, and setting its name to have i + p appended, eg the first one would be my_11_mc, second my_12_mc - same for depth, which is starting at -10 give depths of e.g. -1011, -1012 etc
_root.my_mc.duplicateMovieClip("my"+i+p+"_mc", -1000+i+p);
//setting the x and y coordinates of each new movie clip to be 10 x i and p. as the image is 10 px this should put things in the right position.
_root["my"+i+p+"_mc"]._x = (10*p);
_root["my"+i+p+"_mc"]._y = (10*i);}
}
N.B. its early and i need coffee, so im not saying this code is anything like syntactically correct, but could function with a little work :)
If you only have MX then Ben's suggestion would be best I would think.
Heh, Ben's way would likely give you a smaller file size, as well. Sometimes Flash's intrinsic functions and components can seem a bit bloated.
Cheers,
winstun