[NOTE: Please note that this demo is from an outdated version of the mod.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.
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
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.
WORKING ON THE BIG TECH DEMO
WORKING ON THE BIG TECH DEMO
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).