TECH demo
Sep 1, 2012 Demo 28 comments[NOTE: Please note that this demo is from an outdated version of the mod. It barely represents the quality of the actual version] --Comes with installer...
Fahrenheit (Aka. Indigo Prophecy) is a cinematic adventure game developed by Quantic Dream in 2005. It features a large amount of motion captured animation as well as branching story lines, split screen cameras and an interface designed to be intuitive and realistic. Event triggers in the game are also mainly time-based, as opposed to the more common player-initiated progression found in most games.
Some reviews
A VERY well done fan-trailer of the game (the original version, without the HD mod)
The Fahrenheit Developer Diary
FEATURES
MINIMUM SYSTEM REQUIREMENTS
CPU: Intel Pentium D or AMD Athlon 64 X2 (you can still use a Pentium III/4 but you'll get big loading screens)
RAM: 1 GB (?) RAM**
VGA: 32 MB Hardware or Software T&L compatible video card
DirectX: DirectX 9.0c (UPDATE IF NEEDED)
Operative System: Windows NT/2000/XP/Vista/7/8. USING TEXMOD (alternative install): Windows 98SE/ME/NT/2000/XP/Vista/7/8/Linux (through Wine)
HDD:4 GB (?) free**
Sound: Windows compatible sound card
**Estimated
HISTORY
I’ve been playing and studying this game since its launch, it has a very interesting engine. Technically speaking it’s incredibly original and stable as well.
I tried to rip and modify the game data but it turned out impossible. I managed to hack the main executable (Fahrenheit.exe) and enter to the “debug tools menu” (a set of hidden tools that Quantic Dreams used to test, analyze and build the game data packages), but couldn’t make too much as it needed several developer files that don’t come with the public version of the game (and that sucks.. seriously, I was one step away to know how do those DAT files work...!)



The idea of making a mod of the game didn’t come out until I learned more about the engine. I studied how the game composes and renders every scene and finished discovering the key: Fahrenheit’s engine uses textures for almost everything! Only a few shaders are used (motion blur, zoom blur, HDR, glow, “invert colours effect" and fade in/out effect) and they’re no mandatory for make the game work or look good.
What really makes the game have it’s awesome atmospheres are the filters: a set of translucent textures than emulate advanced effects like screen noise effect (like the ones used in Silent Hill 2,3,4,Homecoming and so), custom colour palettes, reflection effects for mirrors (or water), “old movie” film effects, etc.

I began using TexMod, uMod and other software I made myself for modding the game textures. I made a 2hour film (just for fun and testing) with the scenes of a personal modded version of the game and the customization power was incredible
After some tests with HD textures in the game (and some ultra-high definition textures for big terrains and surfaces), in August I started working on this full HD mod.
SPECIAL THANKS
WORKING ON THE BIG TECH DEMO
7 comments by rudolfarch on May 17th, 2013
It's been two long and busy months. I've been searching for some work for paying the university studies and other stuff.
At this moment I can't guess when I'm going to have a busy week or not, but at least I've already finished doing the important stuff and I have some free time to continue working on the mod (maybe working on 20 or 30 textures every 2 days). I left the lastest tech demo almost finished, so I guess I should start with that and let you guys test it once and for all (yeah...).
The last week I hadn't got Internet and I couldn't continue working on the tech demo, (I needed new textures) so I took advantage and made a cinematic trailer for the game principally for showing the textures I've done for the Fate on Russian Hills chapter.
Keep in mind that the new cinematic trailer it's like a CGI concept demo, it's not taken from the game or even from a game engine, it's just a tradicional 3D animation made from scratch (using some models taken from the game and other ones made by myself). I'm pretty new on this 3D modelling stuff (I only made two 3D animations until now), so the quality of the trailer may not be very "professional", but by the other hand it was a challenging work animating the 3D models of the game; making the characters talk and editing the scenes. It took me all week to finish the trailer (mostly because processing the scenes was very demanding for my PC, even at only 360p), but I had a lot of fun making it. If anybody wants me to teach how to make a 3D animation using models from a game, just let me know and I'll make a small tutorial when I have time.
As you can see right now I recovered the Internet access again and I will be uploading new news soon arround here. Also, a friend of mine made a Youtube channel and upoaded all the videos of this website, so you can see them in higher resolution (don't know why but I can't upload 1080p videos on moddb).
See ya
Youtube channel
My first 3D animation (abstract/experimental work)
[NOTE: Please note that this demo is from an outdated version of the mod. It barely represents the quality of the actual version] --Comes with installer...
Wait FROM BELGIUM!!! OMG I LIVED THERE TOO BUT NOW IM LIVE IN HOLLAND :/
Does anyone know what kind of program one must have to view the character models out of game?
"the slower the loading screens are = the more content the game has to load = the more progress I'm making with the mod."
The load times in the original game were like 5-10 seconds long, as long as they're not like 1 minute long, I'm not complaining. Optomize it now, rather than later - as you might not get to it.
"sometimes the skin colour of the faces of the characters look lighter or darker than the skin colour of their bodies..."
Black Carla, White Samantha, Black Tiffany - hot or not :D
As for the guys - probably weird. Esp. Tyler who would like Eminem or something :P
Yeah I personally loved the Walking Dead - even though it was based on the TV Show, all the characters were different and it was in an alternate universe. That means no copyright problems, having to limit yourself to what can happen in the story and shows originality.
The only thing I hated about the game was its episodic format but if you got it when they were all released probably would've been better as you don't have to wait :)
Yeah great game and only $25. Reminded me a bit of Fahrenehit and so many hard choices - for a point and click game... pretty powerful and very depressing to play.
"It's true that videogames have a huge cinematic potencial that most movies can't handle."
Absolutely agree with this statement. However in some instances, movies might handle certain aspects better. Things like QTE's are what I hate in most games but they weren't so bad and made sense in the Walking Dead's style gameplay.
Anyway - long list of stuff you're doing.
"-(MAIN REASON WHY THIS MOD IS SO DELAYED) half of the chapters are completely remastered with dual-layered textures, while the other half only with standard textures."
Ah well, won't complain. You know what's best and hopefully they don't delay you too long. I guess you could release it with half the chapters done HD but I'd rather you do the full thing, then release. Would be easier too.
Fake specular is interesting - does look like you have created the effect to a certain extent and I can't really tell if it's fake or not. So great job :P
This comment is currently awaiting admin approval, join now to view.
Glad to see that you're progressig again. :D
This comment is currently awaiting admin approval, join now to view.
4 days late response... but good xD. Yourself?
Seen new progress - always good to hear new stuff :)
So what's left really, that you still have to do; if you don't mind me asking?
pff busy as hell... btw, I played The Walking Dead and it was pretty cool. Very original compared to the mayority of the games that came that year (and that still coming...). The ending was incredibly well made, and I'm sure it wouldn't make the same impact if the scene was in a movie instead. It's true that videogames have a huge cinematic potencial that most movies can't handle.
well...since the first demo of the mod I've been making textures and effects without organizing anything, so right now it's a bit complicated to say what's exactly left to do, but I'll try:
-a lot of 2D HUDs, overlays, decals and post-processing effects are still not made.
-still working on the textures for the people you see wandering around: in the park, in the streets...; all The Invisibles; the workers of the Naser & Jones Bank; the policemen of the police station and the university; and the schizophrenics of the Bellevue Asylum :D
-the rain/snow effects sometimes glitch with the hair textures of the main characters (depending of the camera angle, the hair of the characters go completely white)... I need to solve that
-there are some glitches with the reflection effects on the mirrors, the windows of the cars and buildings... etc
-(MAIN REASON WHY THIS MOD IS SO DELAYED) half of the chapters are completely remastered with dual-layered textures, while the other half only with standard textures.
Basically, that means I have to REMAKE ALL the old textures to adapt them to the new texture system; otherwise they don't work at all (it's almost like I wasted time making textures the last year without using the new system)
-I'm working on a "fake specular" effect to make textures more atmospheric in certain scenes.
I already made one for the wall of Agatha's house corridor, but it still needed some work
Moddb.com
-the making-of videos aren't remastered yet [not very important]
-sometimes the skin colour of the faces of the characters look lighter or darker than the skin colour of their bodies... which look weird as hell as you can imagine
also the game is getting a bit too slow when I start it with the HD mod, mainly because the core package (the one that loads before the main menu) size is almost 500 mb; And it's really annoying if you need to open and close the game once and once again for changing textures and it doesn't start inmediatly. It takes away a lot of patience and time for work, but at the same time it feels great to see that the mod is growing (the slower the loading screens are = the more content the game has to load = the more progress I'm making with the mod. at least that's how I need see it to keep calm :P )