Game Development Reference
The Broadcast Colors Effect
The Broadcast Colors effect probably belongs in the Utility cat-
egory, where it counts among the unique. The Broadcast Colors
effect forces colors into compliance with video standards, such as
NTSC and PAL. One of the purposes of these video standards is to
specify the limits of allowable color and brightness. Sometimes, if
you stay up late enough, you'll see badly produced infomercials
and local TV programs that have colors that are beyond the limits
allowed. They result in pixels that look too intense, almost glow-
ing, as if they had just been thrown out of a nuclear explosion.
The Broadcast Colors effect ensures that all colors and brightness
levels are broadcast-safe so that this never happens.
Open the Broadcast Colors.aep project in the Chapter 6 folder
of the exercise fi les. This project contains an image of one of the
cutest kids you've probably ever seen in your life. She must have
an extremely attractive father, whoever that lucky fellow might
be. But, even with all the beauty of this image, it's far too satu-
rated and intense for video. Apply the Broadcast Colors effect to
the hanging out layer in the hanging out comp (Fig. 6.8).
As soon as you apply the effect, you'll notice it springing into
action, ridding that layer of any renegade colors that will look bad
on video. You'll fi rst want to select a Broadcast Locale, which will
be either NTSC or PAL, depending on the country in which your
video will be watched. I'm in North America, so I'm going to leave
this value set to NTSC. Unfortunately, in this sample image, the
results of applying Broadcast Colors look terrible (Fig. 6.9).
The results don't quite measure up to par here because the
default method of making the colors comply with video stan-
dards is to reduce the luminance of the offending pixels. That
Figure 6.8 The hanging out