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	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CravenCoyote</id>
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	<updated>2026-05-14T04:22:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12828</id>
		<title>Chasm: The Rift/Mods</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12828"/>
		<updated>2026-04-09T06:50:25Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added two mods to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
! Version&lt;br /&gt;
! Download(s)&lt;br /&gt;
! Video&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! # of levels&lt;br /&gt;
! Protagonist&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Balogna Mod&lt;br /&gt;
| DOS&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/balogna-mod ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2026-02-07&lt;br /&gt;
| [https://www.moddb.com/members/johnhaloiv JohnHaloIV]&lt;br /&gt;
| 6&lt;br /&gt;
| Hero&lt;br /&gt;
| Meme mod. Runs in DOS only.&lt;br /&gt;
|-&lt;br /&gt;
| Cursed Land&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/mods/cursed-land/downloads/cursed-land-for-steam-gog ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=dkIw_CBnIU0&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2022-10-11&lt;br /&gt;
| [https://www.moddb.com/members/racx-00 racx-00]&lt;br /&gt;
| 4&lt;br /&gt;
| Hero&lt;br /&gt;
| Features open areas to make good use of Chasm&#039;s arsenal&lt;br /&gt;
|-&lt;br /&gt;
| Escape chasm wolfenstein&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/escape-chasm-wolfenstein ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2025-05-29&lt;br /&gt;
| [https://www.moddb.com/members/johnhaloiv JohnHaloIV]&lt;br /&gt;
| 1&lt;br /&gt;
| Hero&lt;br /&gt;
| A remake of Wolfenstein 3D&#039;s E1M1 using Chasm textures and assets&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-remaster-compatible ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=SJtSa2uuico&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough&lt;br /&gt;
| DOS&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with DOS version only&lt;br /&gt;
|-&lt;br /&gt;
| Riftenstein3D&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/riftenstein3d ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2026-04-03&lt;br /&gt;
| [https://www.moddb.com/members/cravencoyote CravenCoyote], [https://www.moddb.com/members/smr9000 SMR9000], [https://www.moddb.com/members/johnhaloiv JohnHaloIV]&lt;br /&gt;
| 9&lt;br /&gt;
| B.J. Blazkowicz&lt;br /&gt;
| Total Conversion project using Wolfenstein3D textures, sounds, music. Contains original levels, new weapons and enemies, compatible with 2022 Remaster only. Sometimes referred to just as Riftenstein.&lt;br /&gt;
|-&lt;br /&gt;
| SCAMP 2025&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/scamp2025 ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2025-09-18&lt;br /&gt;
| [https://www.moddb.com/members/cravencoyote CravenCoyote], [https://www.moddb.com/members/xx4353 xx4353], [https://www.moddb.com/members/johnhaloiv JohnHaloIV], [https://www.moddb.com/members/racx-00 racx-00], [https://www.moddb.com/members/smr9000 SMR9000]&lt;br /&gt;
| 12&lt;br /&gt;
| Hero&lt;br /&gt;
| Community map pack with custom assets, compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| The City (Teaser)&lt;br /&gt;
| 2022 Remaster &amp;amp; DOS&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/the-city-teaser ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=yMVVzidCtAg YouTube]&lt;br /&gt;
| 2022-10-27&lt;br /&gt;
| [https://www.moddb.com/members/thatbaratusii The_BaratusII]&lt;br /&gt;
| 1&lt;br /&gt;
| Hero&lt;br /&gt;
| A one level teaser map from a larger, not-yet-released pack&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Mods by game]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12456</id>
		<title>Chasm: The Rift/Mods</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12456"/>
		<updated>2025-09-25T06:37:53Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added additional known mods and added &amp;#039;Version&amp;#039; column for Remaster / DOS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
! Version&lt;br /&gt;
! Download(s)&lt;br /&gt;
! Video&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! # of levels&lt;br /&gt;
! Protagonist&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cursed Land&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/mods/cursed-land/downloads/cursed-land-for-steam-gog ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=dkIw_CBnIU0&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2022-10-11&lt;br /&gt;
| [https://www.moddb.com/members/racx-00 racx-00]&lt;br /&gt;
| 4&lt;br /&gt;
| Hero&lt;br /&gt;
| Features open areas to make good use of Chasm&#039;s arsenal&lt;br /&gt;
|-&lt;br /&gt;
| Escape chasm wolfenstein&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/escape-chasm-wolfenstein ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2025-05-29&lt;br /&gt;
| [https://www.moddb.com/members/johnhaloiv JohnHaloIV]&lt;br /&gt;
| 1&lt;br /&gt;
| Hero&lt;br /&gt;
| A remake of Wolfenstein 3D&#039;s E1M1 using Chasm textures and assets&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-remaster-compatible ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=SJtSa2uuico&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough&lt;br /&gt;
| DOS&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with DOS version only&lt;br /&gt;
|-&lt;br /&gt;
| SCAMP 2025&lt;br /&gt;
| 2022 Remaster&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/scamp2025 ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2025-09-18&lt;br /&gt;
| [https://www.moddb.com/members/cravencoyote CravenCoyote], [https://www.moddb.com/members/xx4353 xx4353], [https://www.moddb.com/members/johnhaloiv JohnHaloIV], [https://www.moddb.com/members/racx-00 racx-00], [https://www.moddb.com/members/smr9000 SMR9000]&lt;br /&gt;
| 12&lt;br /&gt;
| Hero&lt;br /&gt;
| Community map pack with custom assets, compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| The City (Teaser)&lt;br /&gt;
| 2022 Remaster &amp;amp; DOS&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/the-city-teaser ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=yMVVzidCtAg YouTube]&lt;br /&gt;
| 2022-10-27&lt;br /&gt;
| [https://www.moddb.com/members/thatbaratusii The_BaratusII]&lt;br /&gt;
| 1&lt;br /&gt;
| Hero&lt;br /&gt;
| A one level teaser map from a larger, not-yet-released pack&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Mods by game]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12391</id>
		<title>Chasm: The Rift/Mods</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift/Mods&amp;diff=12391"/>
		<updated>2025-06-28T18:27:09Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Page creation for Chasm: The Rift Mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
! Download(s)&lt;br /&gt;
! Video&lt;br /&gt;
! Release date&lt;br /&gt;
! Modder(s)&lt;br /&gt;
! # of levels&lt;br /&gt;
! Protagonist&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cursed Land [2022 Remaster]&lt;br /&gt;
| [https://www.moddb.com/mods/cursed-land/downloads/cursed-land-for-steam-gog ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=dkIw_CBnIU0&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2022-10-11&lt;br /&gt;
| [https://www.moddb.com/members/racx-00 racx-00]&lt;br /&gt;
| 4&lt;br /&gt;
| Hero&lt;br /&gt;
| Compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough [2022 Remaster]&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-remaster-compatible ModDB]&lt;br /&gt;
| [https://www.youtube.com/watch?v=SJtSa2uuico&amp;amp;ab_channel=ErmacgerdLongplays YouTube]&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with 2022 Remaster only&lt;br /&gt;
|-&lt;br /&gt;
| Grim Borough [DOS]&lt;br /&gt;
| [https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift ModDB]&lt;br /&gt;
| N/A&lt;br /&gt;
| 2021-07-28&lt;br /&gt;
| [https://www.moddb.com/members/bigjerry BigJerry]&lt;br /&gt;
| 3&lt;br /&gt;
| Corporal Alexei&lt;br /&gt;
| Compatible with DOS version only&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods by game]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12389</id>
		<title>CHASM.INF</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12389"/>
		<updated>2025-06-28T17:39:19Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* WEAPONS section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Text Infobox&lt;br /&gt;
 | Type = Control&lt;br /&gt;
 | Lines = CRLF&lt;br /&gt;
 | Charset = ASCII&lt;br /&gt;
 | Games = {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CHASM.INF&#039;&#039;&#039; allows plain-text configuration of several gameplay and graphical aspects of [[Chasm: The Rift]].  The file is divided into several sections.&lt;br /&gt;
===MONSTERS section===&lt;br /&gt;
Each line defines a creature present in the game.  The first one is the player entity, the other 20 are enemy characters.  It would appear that the number of possible enemies is limited (the official add-on replaces enemy definitions, rather than adding to the roster). {{TODO|Confirm.}}  The .CAR file field is treated as an ASCII file name, the rest of the values as integers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! .CAR file !! WRad !! ARad !! SPEED !! R !! LIFE !! Kick !! Rock !! SepLimit&lt;br /&gt;
|-&lt;br /&gt;
| File with creature&#039;s binary data || Collision radius for map geometry || Collision radius for players, monsters, projectiles and hit-scans. || Monster movement speed (immobile if value is less than 3) || Monster rotation speed || Hit Points || Melee attack damage || Projectile ID number (Defined in ROCKETS section)&amp;lt;br&amp;gt;Use -1 for melee-only enemies || {{TODO|How hard enemy is to dismember?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3D_OBJECTS section===&lt;br /&gt;
{{TODO|Fill this out better.}}&lt;br /&gt;
&lt;br /&gt;
Appears to be for defining grabbable objects; out of the many parameters only a few seem to actually be used (the rest are the same for every object).&lt;br /&gt;
* Shadow - A 1 for objects that cast a shadow, 0 otherwise&lt;br /&gt;
* ACode - {{TODO|Probably hooks to something hardcoded for what item to pick up}}&lt;br /&gt;
* &amp;quot;Filename&amp;quot; - A .3O file to use for the object.&lt;br /&gt;
* &amp;quot;Animation&amp;quot; - An optional .ANI companion file for the .3O.&lt;br /&gt;
&lt;br /&gt;
===WEAPONS section===&lt;br /&gt;
Defines each of the player&#039;s weapons in four lines per weapon: 3 lines for files, and one line for stat numbers.&lt;br /&gt;
* MODEL = .3O file for weapon-in-hand&lt;br /&gt;
* STAT = .ANI file for stationary animation in-hand&lt;br /&gt;
* SHOOT = .ANI file for firing animation in-hand&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RType !! RldTm !! YSh !! RZ0 !! DAm !! Limit !! Start !! RCount&lt;br /&gt;
|-&lt;br /&gt;
| Projectile ID number&amp;lt;br&amp;gt;(Defined in ROCKETS section.) || Delay between shots || {{TODO|?}} || Vertical offset for shoot ray position || Ammo in ammo-box pickup || Max ammo || Ammo in weapon pickup || Projectiles per shot, only appears to be valid for hitscans.&amp;lt;br&amp;gt;1 = always accurate, single shot&amp;lt;br&amp;gt;Greater numbers = scatter shot of X bullets.&amp;lt;br&amp;gt;E.G. 4 for shotgun, 2 for Volcano.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ROCKETS section===&lt;br /&gt;
Defines player and enemy ranged attacks, as referenced in the MONSTERS and WEAPONS sections.  The ID numbers are not explicit, but determined by the order of the entries in the file.&lt;br /&gt;
&lt;br /&gt;
If the model and animation fields are left blank instead of specifying a file, then the attack is treated as a hitscan rather than a projectile.&lt;br /&gt;
&lt;br /&gt;
* 3d_MODEL = ASCII string, .3O filename for the projectile&lt;br /&gt;
* ANIMATION = ASCII string, .ANI filename to go with the .3O&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! BW !! GF !! Ard !! CRd !! Pwr !! Rfl !! FBright !! Light !! Auto !! Auto2 !! Fast !! Smoke&lt;br /&gt;
|-&lt;br /&gt;
| {{TODO|Special effect? (e.g. 4 gives Mega Destroyer&#039;s white flash)}} || Effect of gravity on projectile&amp;lt;br&amp;gt;(0 = doesn&#039;t fall) || {{TODO|?}} || {{TODO|?}} || Damage dealt || {{TODO|Unsure, used only on Gross&#039; throwing rocks}} || {{TODO|Bright projectile?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || Sprite ID number for trail effect (defined in BLOWS section)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===GIBS section===&lt;br /&gt;
Defines gibs and other chunks of stuff.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BLOWS section===&lt;br /&gt;
Defines sprites, which use .OBJ files.&lt;br /&gt;
&lt;br /&gt;
Like the ROCKETS section, the ID numbers are determined by the order of the entries in this file, rather than explicitly.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BMP_OBJECTS section===&lt;br /&gt;
Defines flame sprites, which also use .OBJ files.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===SOUNDS section===&lt;br /&gt;
Defines sound effects.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===Example CHASM.INF file===&lt;br /&gt;
Below is the expected layout and formatting that Chasm: The Rift&#039;s CHASM.INF files must conform to.&lt;br /&gt;
Diverting from this structure (eg, adding additional monster lines instead of replacing an existing line) may give undesirable results or even prevent your mod from launching. This is because CHASM.INF appears to use a &#039;slot&#039; system. The 3D objects section, for example, is assigned &amp;quot;SPR&amp;quot; lines 131 through 162. Such line numbers are required for certain parts of the game to work (eg, the &#039;CHANGE&#039; command in [[PROCESS (Chasm: The Rift)|PROCESS.XX]] refers to these lines).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        MONSTERS DEFINITION                                    *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[MONSTERS]&lt;br /&gt;
21              WRad   ARad  SPEED/R  LIFE  Kick Rock SepLimit&lt;br /&gt;
 heronew.car    100    100    10  5   100     0   0     0    ;==== Hero ==========&lt;br /&gt;
 joker6.car      52    190    10  5   100    20   5    16    ;=1= Joker ==========&lt;br /&gt;
 spider.car      64    140    22 11    50    15  -1    10    ;=2= spider =======&lt;br /&gt;
 wman.car        80    220    16  8   140    10   6    26    ;=3= WingMan =======&lt;br /&gt;
 scelet3.car     90    220     9  5   220    25   2    26    ;=4= Sceleton =======&lt;br /&gt;
 pant1.car       70    200    10  5   260    40   1    32    ;=5= Punisher =======&lt;br /&gt;
 mongf.car       64    200    14  7   100    15  11    26    ;=6= Mong ===========&lt;br /&gt;
 faust1.car      70    200    12  5   150    20   8    26    ;=7= Faust ==========&lt;br /&gt;
 tt_tower.car    70    200     2  3   120    20   9    10    ;=8= Turret =========&lt;br /&gt;
 SFAG.car       120    240    14  7  8000    80   8    100   ;=9= SFag ===&lt;br /&gt;
 deadman1.car    52    180     4  5   100    20  12    26    ;=10 DeadMen ==&lt;br /&gt;
 hog.car         80    200    26 14   200    25  -1    16    ;=11 Hog =========&lt;br /&gt;
 an4.car         70    200    16  8   160    20  13    26    ;=12 Alien =======&lt;br /&gt;
 mr2f.car        70    200     8  4   240    20  14    26    ;=13 Mincer =======&lt;br /&gt;
 jr.car          70    260    26 13   220    48  -1   100    ;=14 Jumper =======&lt;br /&gt;
 viking4.car     70    220    22 11   230    45  -1    36    ;=15 Viking ======&lt;br /&gt;
 lion4.car       60    220    22 11   230    45  -1    36    ;=16 Lion ========&lt;br /&gt;
 gross3.car      60    220    14  8   220    32  15   802    ;=17 gross =======&lt;br /&gt;
 SPHINX1.car    220    250    16  6   200    80  16   100    ;=18 sphinx ======&lt;br /&gt;
 phant4.car      90    200    20 10  6000    40  17   100    ;=19 Phant ======&lt;br /&gt;
 worm.car        90    250     0  0  6000     0   0   100    ;=20 Worm ======&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP &amp;amp; 3D OBJECTS DEFINITION                            *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[3D_OBJECTS]&lt;br /&gt;
31 [GoRad Shadow BMPObj BMPz ACode BlowUp BLim Sfx BSFX &amp;quot;FileName&amp;quot;    &amp;quot;Animation&amp;quot;]&lt;br /&gt;
;========= weapons ===============================================&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   bag.3o&lt;br /&gt;
  0     1       -1     0      2     0    0    0 0   w_rifle.3o       w_rifle.ani&lt;br /&gt;
  0     1       -1     0      3     0    0    0 0   w_vcano.3o       w_vcano.ani&lt;br /&gt;
  0     1       -1     0      4     0    0    0 0   wdisk.3o         wdisk.ani&lt;br /&gt;
  0     1       -1     0      5     0    0    0 0   w_arb1.3o        w_arb1.ani&lt;br /&gt;
  0     1       -1     0      6     0    0    0 0   w_gr.3o          w_gr.ani&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     1       -1     0      8     0    0    0 0   w_md.3o          w_md.ani&lt;br /&gt;
;========== ammo ==================================================&lt;br /&gt;
  0     0       -1     0     21     0    0    0 0   bullets.3o&lt;br /&gt;
  0     0       -1     0     22     0    0    0 0   gbbull.3o&lt;br /&gt;
  0     0       -1     0     35     0    0    0 0   vbox.3o&lt;br /&gt;
  0     0       -1     0     41     0    0    0 0   pila1.3o&lt;br /&gt;
  0     0       -1     0     52     0    0    0 0   arrows.3o&lt;br /&gt;
  0     0       -1     0     62     0    0    0 0   gr_box.3o&lt;br /&gt;
  0     0       -1     0     74     0    0    0 0   omine1.3o&lt;br /&gt;
  0     0       -1     0     82     0    0    0 0   md_box.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   hole.3o&lt;br /&gt;
;=========== things ===============================================&lt;br /&gt;
  0     0       -1     0    133     0    0    0 0   chojin.3o        chojin.ani&lt;br /&gt;
  0     0       -1     0    132     0    0    0 0   shield.3o        shield.ani&lt;br /&gt;
  0     0       -1     0    131     0    0    0 0   invis.3o         invis.ani&lt;br /&gt;
  0     0       -1     0    128     0    0    0 0   armor3.3o        armor3.ani&lt;br /&gt;
  0     0       -1     0    124     0    0    0 0   helmet1.3o       helmet1.ani&lt;br /&gt;
  0     0       -1     0     0      0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0    102     0    0    0 0   life.3o&lt;br /&gt;
  0     0       -1     0    120     0    0    0 0   biglife.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   mine.3o&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        WEAPONS DEFINITION                                     *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[WEAPONS]&lt;br /&gt;
8                ; RType, RldTm, YSh, RZ0, DAm, Limit, Start,   RCount&lt;br /&gt;
MODEL=ogun6.3o&lt;br /&gt;
STAT =ogun6.ani&lt;br /&gt;
SHOOT=ogatck.ani&lt;br /&gt;
                       3   86  32  180  20   120  25      1&lt;br /&gt;
MODEL=rif_h5.3o&lt;br /&gt;
STAT =rif_h2.ani&lt;br /&gt;
SHOOT=rif_h1f.ani&lt;br /&gt;
                      11  128  42  180  10   50   10      4&lt;br /&gt;
MODEL=v8h.3o&lt;br /&gt;
STAT =vstat7h.ani&lt;br /&gt;
SHOOT=vfire7h.ani&lt;br /&gt;
                       7   11  32  180  10  200   50      2&lt;br /&gt;
MODEL=disk.3o&lt;br /&gt;
STAT =dstat.ani&lt;br /&gt;
SHOOT=dattack.ani&lt;br /&gt;
                       0   26  15  440  20   50   20      1&lt;br /&gt;
MODEL=at3.3o&lt;br /&gt;
STAT =at1_stat.ani&lt;br /&gt;
SHOOT=at1_fire.ani&lt;br /&gt;
                       4   60  32  320  10   40   20      1&lt;br /&gt;
MODEL=gr4.3o&lt;br /&gt;
STAT =gr_stat.ani&lt;br /&gt;
SHOOT=gr_fire.ani&lt;br /&gt;
                      10  112  32  140   5   50    5      1&lt;br /&gt;
MODEL=mineh.3o&lt;br /&gt;
STAT =m_stat.ani&lt;br /&gt;
SHOOT=m_fire.ani&lt;br /&gt;
                       0  112  32  140   1   10    0      1&lt;br /&gt;
MODEL=md.3o&lt;br /&gt;
STAT =md_stat.ani&lt;br /&gt;
SHOOT=md_fire.ani&lt;br /&gt;
                      18  144  32  180   1   10    2      1&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        3D ROCKETS DEFINITION                                  *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[ROCKETS]&lt;br /&gt;
19 [BW  GF  Ard  CRd  Pwr (Rfl FBright Light Auto Auto2 Fast Smoke) ]&lt;br /&gt;
&lt;br /&gt;
  3d_MODEL  = disk.3o                  ;&lt;br /&gt;
  ANIMATION = weapon\disk.ani          ; Hero Golden Disk&lt;br /&gt;
   1    0   120  42   30   0 0 0 0 0 0 0   ; 0&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = axe.3o                   ; Axe&lt;br /&gt;
  ANIMATION = weapon\axe.ani           ; 1&lt;br /&gt;
   1    0   120  42   42   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sword.3o                 ; 2&lt;br /&gt;
  ANIMATION = weapon\sword.ani         ; Sceleton-Sword&lt;br /&gt;
   1    0   120  42   40   0 0 1 0 0 0 11  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 3&lt;br /&gt;
  ANIMATION =                          ; Shoot-Gun&lt;br /&gt;
   1    0    50  42   25   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrow.3o                 ; 4&lt;br /&gt;
  ANIMATION = weapon\arrow.ani         ; Arrow-Gun&lt;br /&gt;
   1    0   120  42   40   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = jdisk.3o                 ; 5&lt;br /&gt;
  ANIMATION = weapon\jdisk.ani         ; Joker&#039;s disk&lt;br /&gt;
   1    0   120  42   25   0 0 0 1 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = 3arow.3o                 ; 6&lt;br /&gt;
  ANIMATION = weapon\3arow_.ani        ; Wing-Man&lt;br /&gt;
   1    0   120  42   5    0 1 1 1 0 0 14   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 7&lt;br /&gt;
  ANIMATION =                          ; Volcano Bullet&lt;br /&gt;
   1    0    50  42   5    0 0 0 0 0 0 0    ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = ft_bomb.3o               ; 8&lt;br /&gt;
  ANIMATION = weapon\ft_bomb.ani       ; Faust Rocket&lt;br /&gt;
   2    0   320  42   100  0 0 1 1 0 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrowl.3o                ; 9&lt;br /&gt;
  ANIMATION = weapon\arrowl.ani        ; Laser&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = grenade.3o               ; 10&lt;br /&gt;
  ANIMATION = weapon\grenade.ani       ; Grenade&lt;br /&gt;
   2    0   424  42   100  0 0 1 0 0 0 18  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 11&lt;br /&gt;
  ANIMATION =                          ; Double-Barrel-Shot-Gun&lt;br /&gt;
   1    0    50  42   16   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 12&lt;br /&gt;
  ANIMATION =                          ; DeadMan Screem&lt;br /&gt;
   3    0    50  42   20   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 13&lt;br /&gt;
  ANIMATION =                          ; Photon&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 14&lt;br /&gt;
  ANIMATION =                          ; Photon Min&lt;br /&gt;
   1    0   120  42    5   0 1 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = gs_bomb.3o               ; 15&lt;br /&gt;
  ANIMATION = weapon\gs_bomb.ani       ; Gross&lt;br /&gt;
   1    1   120  42   25   1 0 0 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sx_bomb.3o               ; 16&lt;br /&gt;
  ANIMATION = weapon\sx_bomb.ani       ; Sphinx&lt;br /&gt;
   1    0   120  42   90   0 1 1 1 1 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = bat3.3o                  ; 17&lt;br /&gt;
  ANIMATION = weapon\bat3.ani          ; Phantom&lt;br /&gt;
   1    0   120  42   10   0 1 0 1 1 0 0  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = md_bomb.3o               ; 18&lt;br /&gt;
  ANIMATION = weapon\md_bomb.ani       ; Mega Destroyer&lt;br /&gt;
   4    3   640  42  320   0 1 1 0 0 0 0   ;&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SEPARATE PARTS DEFINITION                              *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[GIBS]&lt;br /&gt;
71:         = gib1.3o&lt;br /&gt;
72:         = gib2.3o&lt;br /&gt;
73:         = gib3.3o&lt;br /&gt;
76:         = gib_s1.3o  s:74&lt;br /&gt;
75:         = gib_s2.3o&lt;br /&gt;
76:         = gib_t1.3o  s:75&lt;br /&gt;
77:         = gib_sp.3o  s:33&lt;br /&gt;
78:         = stone.3o   s:45&lt;br /&gt;
79:         = chip.3o&lt;br /&gt;
80:         = sf_01.3o   s:45&lt;br /&gt;
81:         = sf_02.3o   s:45&lt;br /&gt;
82:         = sf_03.3o   s:45&lt;br /&gt;
83:         = fragment.3o  s:45&lt;br /&gt;
84:         = gib_03.3o&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP BLOWS DEFINITION                                   *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[BLOWS]&lt;br /&gt;
19 ; GLASS,    HalfSize, Smooking, Looped, Gravity, Jump, LightOn, FileName&lt;br /&gt;
2  1 0 0 0 0 1 bullet.obj&lt;br /&gt;
2  1 0 0 1 1 1 s.obj&lt;br /&gt;
1  0 0 0 0 0 1 point.obj&lt;br /&gt;
1  1 0 1 1 1 1 glass.obj&lt;br /&gt;
0  0 1 1 1 1 0 wood.obj&lt;br /&gt;
2  1 0 0 1 1 0 blood.obj&lt;br /&gt;
2  1 0 1 1 1 0 bloodb.obj&lt;br /&gt;
0  0 1 1 1 1 0 bbarel.obj&lt;br /&gt;
77 0 0 0 0 0 1 exp.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke.obj&lt;br /&gt;
1  0 0 0 0 0 0 dust.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke2.obj&lt;br /&gt;
1  1 0 0 0 0 0 sm3.obj&lt;br /&gt;
1  1 1 0 1 0 1 point.obj&lt;br /&gt;
1  0 0 0 0 0 0 magic.obj&lt;br /&gt;
1  1 1 0 1 0 0 bloop.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke5.obj&lt;br /&gt;
1  1 0 0 1 0 0 spark.obj&lt;br /&gt;
4  1 0 0 0 0 0 gren.obj&lt;br /&gt;
&lt;br /&gt;
[BMP_OBJECTS]&lt;br /&gt;
2 [Light Glass  Half  Z  &amp;quot;FileName&amp;quot;]&lt;br /&gt;
      0     0    1    0 0 0 flamed.obj&lt;br /&gt;
      1     0    1    0 0 0 flamel.obj&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SOUNDS DEFINITION                                      *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[SOUNDS]&lt;br /&gt;
 00: thunder     = thund0.raw&lt;br /&gt;
 01: Scr. Click  = scrclic.sfx&lt;br /&gt;
 02: MenuScrol   = 8menuscr.wav&lt;br /&gt;
 03: MenuOn      = menuent2.wav&lt;br /&gt;
 04: MenuCh      = 8menumov.wav&lt;br /&gt;
 05: MenuSelect  = 8menuesc.wav&lt;br /&gt;
 06: Ammo fall   = box_drop.wav&lt;br /&gt;
 07:             = meetexp.wav  V:96&lt;br /&gt;
 08: Drops       = 8drop.wav&lt;br /&gt;
 09: Bloop       = bloop.wav&lt;br /&gt;
 10: Wsteps      = watstep1.wav&lt;br /&gt;
 11:             = watshoot.wav  v:40&lt;br /&gt;
 12: Jump        = jump.wav      v:96&lt;br /&gt;
 13:             = jump_no.wav   v:96&lt;br /&gt;
 14: Step        = step01.raw&lt;br /&gt;
 15: StepRun     = step03.raw&lt;br /&gt;
 16:             =&lt;br /&gt;
 17: Teleporters = t_port1.wav&lt;br /&gt;
 18:             = t_port2.wav&lt;br /&gt;
 19:             = t_port4.wav&lt;br /&gt;
 20:*************=&lt;br /&gt;
 21: GunFire 1   = shoot1.wav&lt;br /&gt;
 22: GunFire 2   = rifle.wav&lt;br /&gt;
 23: GunFire 3   = riflecut.wav&lt;br /&gt;
 24: GunFire 4   = diskthrw.wav&lt;br /&gt;
 25: GunFire 5   = ua_arb2.raw&lt;br /&gt;
 26: GunFire 6   = grenade1.wav&lt;br /&gt;
 27:             =&lt;br /&gt;
 28:             = weapon8.wav    v:96&lt;br /&gt;
 29:*************=&lt;br /&gt;
 30:-hero-disk---= exp_met.wav&lt;br /&gt;
 31: axe         = exp_met.wav&lt;br /&gt;
 32: sword       = exp_arb2.wav&lt;br /&gt;
 33: bull        =&lt;br /&gt;
 34: arrow       = exp_arb2.wav&lt;br /&gt;
 35: j.disk      = exp_met.wav&lt;br /&gt;
 36: arrow3      = exp_arb2.wav&lt;br /&gt;
 37: vulcano     =&lt;br /&gt;
 38: f.rock      = explode5.wav   v:96&lt;br /&gt;
 39  laser       =&lt;br /&gt;
 40:             = explode5.wav&lt;br /&gt;
 41:             =&lt;br /&gt;
 42:             =&lt;br /&gt;
 43:             = photon_d.wav  v:48&lt;br /&gt;
 44:             = photon_d.wav  v:48&lt;br /&gt;
 45:             = g_stone.wav   v:32&lt;br /&gt;
 46:             = explode5.wav&lt;br /&gt;
 47:             = phbathit.wav&lt;br /&gt;
 48:             = elight.wav    v:96&lt;br /&gt;
 49:             =&lt;br /&gt;
 50:*************=&lt;br /&gt;
 51: Get Weapon  = weapon\berd_on.wav&lt;br /&gt;
 52:             = weapon\sgun_on.wav&lt;br /&gt;
 53:             = weapon\volc_on.wav&lt;br /&gt;
 54:             = weapon\pilb_on.wav&lt;br /&gt;
 55:             = weapon\arba_on.wav&lt;br /&gt;
 56:             = weapon\gren_on.wav&lt;br /&gt;
 57:             = weapon\gren_on.wav&lt;br /&gt;
 58:             = weapon\mega_on.wav v:96&lt;br /&gt;
 59:*************=&lt;br /&gt;
 60: Item Up     = itemup.wav&lt;br /&gt;
 61: Message     = text2.wav&lt;br /&gt;
 62: Health      = itemup2.wav&lt;br /&gt;
 63: GetKey      = acard.wav&lt;br /&gt;
 64:             =&lt;br /&gt;
 65:             =&lt;br /&gt;
 66:             =&lt;br /&gt;
 67: Switch      = doorknob.pcm&lt;br /&gt;
 68: BreakGlass. = glass1.raw&lt;br /&gt;
 69: .         . = glass2.raw&lt;br /&gt;
 70: ........... = glass3.wav&lt;br /&gt;
 71: Explode     = exp3_1.pcm&lt;br /&gt;
 72: MineOn      = mineon.wav&lt;br /&gt;
 73: MeetFall    = meetfall.wav v:14&lt;br /&gt;
 74: Metal F     = sfall.wav&lt;br /&gt;
 75: HevyMetal   = bounce.wav   v:32&lt;br /&gt;
 76:             = 8menumov.wav v:90&lt;br /&gt;
 77:             =&lt;br /&gt;
 78: Rick01      = rick002.wav  v:40&lt;br /&gt;
 79: Rick02      = rick003.wav  v:40&lt;br /&gt;
[SOUNDS_END]&lt;br /&gt;
&lt;br /&gt;
END.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12388</id>
		<title>CHASM.INF</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12388"/>
		<updated>2025-06-28T17:36:41Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* WEAPONS section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Text Infobox&lt;br /&gt;
 | Type = Control&lt;br /&gt;
 | Lines = CRLF&lt;br /&gt;
 | Charset = ASCII&lt;br /&gt;
 | Games = {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CHASM.INF&#039;&#039;&#039; allows plain-text configuration of several gameplay and graphical aspects of [[Chasm: The Rift]].  The file is divided into several sections.&lt;br /&gt;
===MONSTERS section===&lt;br /&gt;
Each line defines a creature present in the game.  The first one is the player entity, the other 20 are enemy characters.  It would appear that the number of possible enemies is limited (the official add-on replaces enemy definitions, rather than adding to the roster). {{TODO|Confirm.}}  The .CAR file field is treated as an ASCII file name, the rest of the values as integers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! .CAR file !! WRad !! ARad !! SPEED !! R !! LIFE !! Kick !! Rock !! SepLimit&lt;br /&gt;
|-&lt;br /&gt;
| File with creature&#039;s binary data || Collision radius for map geometry || Collision radius for players, monsters, projectiles and hit-scans. || Monster movement speed (immobile if value is less than 3) || Monster rotation speed || Hit Points || Melee attack damage || Projectile ID number (Defined in ROCKETS section)&amp;lt;br&amp;gt;Use -1 for melee-only enemies || {{TODO|How hard enemy is to dismember?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3D_OBJECTS section===&lt;br /&gt;
{{TODO|Fill this out better.}}&lt;br /&gt;
&lt;br /&gt;
Appears to be for defining grabbable objects; out of the many parameters only a few seem to actually be used (the rest are the same for every object).&lt;br /&gt;
* Shadow - A 1 for objects that cast a shadow, 0 otherwise&lt;br /&gt;
* ACode - {{TODO|Probably hooks to something hardcoded for what item to pick up}}&lt;br /&gt;
* &amp;quot;Filename&amp;quot; - A .3O file to use for the object.&lt;br /&gt;
* &amp;quot;Animation&amp;quot; - An optional .ANI companion file for the .3O.&lt;br /&gt;
&lt;br /&gt;
===WEAPONS section===&lt;br /&gt;
Defines each of the player&#039;s weapons in four lines per weapon: 3 for files, and one for stat numbers.&lt;br /&gt;
* MODEL = .3O file for weapon-in-hand&lt;br /&gt;
* STAT = .ANI file {{TODO|For idling?}}&lt;br /&gt;
* SHOOT = .ANI file&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RType !! RldTm !! YSh !! RZ0 !! DAm !! Limit !! Start !! RCount&lt;br /&gt;
|-&lt;br /&gt;
| Projectile ID number&amp;lt;br&amp;gt;(Defined in ROCKETS section.) || Delay between shots || {{TODO|?}} || Vertical offset for shoot ray position || Ammo in ammo-box pickup || Max ammo || Ammo in weapon pickup || Projectiles per shot, only appears to be valid for hitscans.&amp;lt;br&amp;gt;1 = always accurate, single shot&amp;lt;br&amp;gt;Greater numbers = scatter shot of X bullets.&amp;lt;br&amp;gt;E.G. 4 for shotgun, 2 for Volcano.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ROCKETS section===&lt;br /&gt;
Defines player and enemy ranged attacks, as referenced in the MONSTERS and WEAPONS sections.  The ID numbers are not explicit, but determined by the order of the entries in the file.&lt;br /&gt;
&lt;br /&gt;
If the model and animation fields are left blank instead of specifying a file, then the attack is treated as a hitscan rather than a projectile.&lt;br /&gt;
&lt;br /&gt;
* 3d_MODEL = ASCII string, .3O filename for the projectile&lt;br /&gt;
* ANIMATION = ASCII string, .ANI filename to go with the .3O&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! BW !! GF !! Ard !! CRd !! Pwr !! Rfl !! FBright !! Light !! Auto !! Auto2 !! Fast !! Smoke&lt;br /&gt;
|-&lt;br /&gt;
| {{TODO|Special effect? (e.g. 4 gives Mega Destroyer&#039;s white flash)}} || Effect of gravity on projectile&amp;lt;br&amp;gt;(0 = doesn&#039;t fall) || {{TODO|?}} || {{TODO|?}} || Damage dealt || {{TODO|Unsure, used only on Gross&#039; throwing rocks}} || {{TODO|Bright projectile?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || Sprite ID number for trail effect (defined in BLOWS section)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===GIBS section===&lt;br /&gt;
Defines gibs and other chunks of stuff.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BLOWS section===&lt;br /&gt;
Defines sprites, which use .OBJ files.&lt;br /&gt;
&lt;br /&gt;
Like the ROCKETS section, the ID numbers are determined by the order of the entries in this file, rather than explicitly.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BMP_OBJECTS section===&lt;br /&gt;
Defines flame sprites, which also use .OBJ files.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===SOUNDS section===&lt;br /&gt;
Defines sound effects.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===Example CHASM.INF file===&lt;br /&gt;
Below is the expected layout and formatting that Chasm: The Rift&#039;s CHASM.INF files must conform to.&lt;br /&gt;
Diverting from this structure (eg, adding additional monster lines instead of replacing an existing line) may give undesirable results or even prevent your mod from launching. This is because CHASM.INF appears to use a &#039;slot&#039; system. The 3D objects section, for example, is assigned &amp;quot;SPR&amp;quot; lines 131 through 162. Such line numbers are required for certain parts of the game to work (eg, the &#039;CHANGE&#039; command in [[PROCESS (Chasm: The Rift)|PROCESS.XX]] refers to these lines).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        MONSTERS DEFINITION                                    *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[MONSTERS]&lt;br /&gt;
21              WRad   ARad  SPEED/R  LIFE  Kick Rock SepLimit&lt;br /&gt;
 heronew.car    100    100    10  5   100     0   0     0    ;==== Hero ==========&lt;br /&gt;
 joker6.car      52    190    10  5   100    20   5    16    ;=1= Joker ==========&lt;br /&gt;
 spider.car      64    140    22 11    50    15  -1    10    ;=2= spider =======&lt;br /&gt;
 wman.car        80    220    16  8   140    10   6    26    ;=3= WingMan =======&lt;br /&gt;
 scelet3.car     90    220     9  5   220    25   2    26    ;=4= Sceleton =======&lt;br /&gt;
 pant1.car       70    200    10  5   260    40   1    32    ;=5= Punisher =======&lt;br /&gt;
 mongf.car       64    200    14  7   100    15  11    26    ;=6= Mong ===========&lt;br /&gt;
 faust1.car      70    200    12  5   150    20   8    26    ;=7= Faust ==========&lt;br /&gt;
 tt_tower.car    70    200     2  3   120    20   9    10    ;=8= Turret =========&lt;br /&gt;
 SFAG.car       120    240    14  7  8000    80   8    100   ;=9= SFag ===&lt;br /&gt;
 deadman1.car    52    180     4  5   100    20  12    26    ;=10 DeadMen ==&lt;br /&gt;
 hog.car         80    200    26 14   200    25  -1    16    ;=11 Hog =========&lt;br /&gt;
 an4.car         70    200    16  8   160    20  13    26    ;=12 Alien =======&lt;br /&gt;
 mr2f.car        70    200     8  4   240    20  14    26    ;=13 Mincer =======&lt;br /&gt;
 jr.car          70    260    26 13   220    48  -1   100    ;=14 Jumper =======&lt;br /&gt;
 viking4.car     70    220    22 11   230    45  -1    36    ;=15 Viking ======&lt;br /&gt;
 lion4.car       60    220    22 11   230    45  -1    36    ;=16 Lion ========&lt;br /&gt;
 gross3.car      60    220    14  8   220    32  15   802    ;=17 gross =======&lt;br /&gt;
 SPHINX1.car    220    250    16  6   200    80  16   100    ;=18 sphinx ======&lt;br /&gt;
 phant4.car      90    200    20 10  6000    40  17   100    ;=19 Phant ======&lt;br /&gt;
 worm.car        90    250     0  0  6000     0   0   100    ;=20 Worm ======&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP &amp;amp; 3D OBJECTS DEFINITION                            *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[3D_OBJECTS]&lt;br /&gt;
31 [GoRad Shadow BMPObj BMPz ACode BlowUp BLim Sfx BSFX &amp;quot;FileName&amp;quot;    &amp;quot;Animation&amp;quot;]&lt;br /&gt;
;========= weapons ===============================================&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   bag.3o&lt;br /&gt;
  0     1       -1     0      2     0    0    0 0   w_rifle.3o       w_rifle.ani&lt;br /&gt;
  0     1       -1     0      3     0    0    0 0   w_vcano.3o       w_vcano.ani&lt;br /&gt;
  0     1       -1     0      4     0    0    0 0   wdisk.3o         wdisk.ani&lt;br /&gt;
  0     1       -1     0      5     0    0    0 0   w_arb1.3o        w_arb1.ani&lt;br /&gt;
  0     1       -1     0      6     0    0    0 0   w_gr.3o          w_gr.ani&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     1       -1     0      8     0    0    0 0   w_md.3o          w_md.ani&lt;br /&gt;
;========== ammo ==================================================&lt;br /&gt;
  0     0       -1     0     21     0    0    0 0   bullets.3o&lt;br /&gt;
  0     0       -1     0     22     0    0    0 0   gbbull.3o&lt;br /&gt;
  0     0       -1     0     35     0    0    0 0   vbox.3o&lt;br /&gt;
  0     0       -1     0     41     0    0    0 0   pila1.3o&lt;br /&gt;
  0     0       -1     0     52     0    0    0 0   arrows.3o&lt;br /&gt;
  0     0       -1     0     62     0    0    0 0   gr_box.3o&lt;br /&gt;
  0     0       -1     0     74     0    0    0 0   omine1.3o&lt;br /&gt;
  0     0       -1     0     82     0    0    0 0   md_box.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   hole.3o&lt;br /&gt;
;=========== things ===============================================&lt;br /&gt;
  0     0       -1     0    133     0    0    0 0   chojin.3o        chojin.ani&lt;br /&gt;
  0     0       -1     0    132     0    0    0 0   shield.3o        shield.ani&lt;br /&gt;
  0     0       -1     0    131     0    0    0 0   invis.3o         invis.ani&lt;br /&gt;
  0     0       -1     0    128     0    0    0 0   armor3.3o        armor3.ani&lt;br /&gt;
  0     0       -1     0    124     0    0    0 0   helmet1.3o       helmet1.ani&lt;br /&gt;
  0     0       -1     0     0      0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0    102     0    0    0 0   life.3o&lt;br /&gt;
  0     0       -1     0    120     0    0    0 0   biglife.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   mine.3o&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        WEAPONS DEFINITION                                     *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[WEAPONS]&lt;br /&gt;
8                ; RType, RldTm, YSh, RZ0, DAm, Limit, Start,   RCount&lt;br /&gt;
MODEL=ogun6.3o&lt;br /&gt;
STAT =ogun6.ani&lt;br /&gt;
SHOOT=ogatck.ani&lt;br /&gt;
                       3   86  32  180  20   120  25      1&lt;br /&gt;
MODEL=rif_h5.3o&lt;br /&gt;
STAT =rif_h2.ani&lt;br /&gt;
SHOOT=rif_h1f.ani&lt;br /&gt;
                      11  128  42  180  10   50   10      4&lt;br /&gt;
MODEL=v8h.3o&lt;br /&gt;
STAT =vstat7h.ani&lt;br /&gt;
SHOOT=vfire7h.ani&lt;br /&gt;
                       7   11  32  180  10  200   50      2&lt;br /&gt;
MODEL=disk.3o&lt;br /&gt;
STAT =dstat.ani&lt;br /&gt;
SHOOT=dattack.ani&lt;br /&gt;
                       0   26  15  440  20   50   20      1&lt;br /&gt;
MODEL=at3.3o&lt;br /&gt;
STAT =at1_stat.ani&lt;br /&gt;
SHOOT=at1_fire.ani&lt;br /&gt;
                       4   60  32  320  10   40   20      1&lt;br /&gt;
MODEL=gr4.3o&lt;br /&gt;
STAT =gr_stat.ani&lt;br /&gt;
SHOOT=gr_fire.ani&lt;br /&gt;
                      10  112  32  140   5   50    5      1&lt;br /&gt;
MODEL=mineh.3o&lt;br /&gt;
STAT =m_stat.ani&lt;br /&gt;
SHOOT=m_fire.ani&lt;br /&gt;
                       0  112  32  140   1   10    0      1&lt;br /&gt;
MODEL=md.3o&lt;br /&gt;
STAT =md_stat.ani&lt;br /&gt;
SHOOT=md_fire.ani&lt;br /&gt;
                      18  144  32  180   1   10    2      1&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        3D ROCKETS DEFINITION                                  *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[ROCKETS]&lt;br /&gt;
19 [BW  GF  Ard  CRd  Pwr (Rfl FBright Light Auto Auto2 Fast Smoke) ]&lt;br /&gt;
&lt;br /&gt;
  3d_MODEL  = disk.3o                  ;&lt;br /&gt;
  ANIMATION = weapon\disk.ani          ; Hero Golden Disk&lt;br /&gt;
   1    0   120  42   30   0 0 0 0 0 0 0   ; 0&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = axe.3o                   ; Axe&lt;br /&gt;
  ANIMATION = weapon\axe.ani           ; 1&lt;br /&gt;
   1    0   120  42   42   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sword.3o                 ; 2&lt;br /&gt;
  ANIMATION = weapon\sword.ani         ; Sceleton-Sword&lt;br /&gt;
   1    0   120  42   40   0 0 1 0 0 0 11  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 3&lt;br /&gt;
  ANIMATION =                          ; Shoot-Gun&lt;br /&gt;
   1    0    50  42   25   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrow.3o                 ; 4&lt;br /&gt;
  ANIMATION = weapon\arrow.ani         ; Arrow-Gun&lt;br /&gt;
   1    0   120  42   40   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = jdisk.3o                 ; 5&lt;br /&gt;
  ANIMATION = weapon\jdisk.ani         ; Joker&#039;s disk&lt;br /&gt;
   1    0   120  42   25   0 0 0 1 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = 3arow.3o                 ; 6&lt;br /&gt;
  ANIMATION = weapon\3arow_.ani        ; Wing-Man&lt;br /&gt;
   1    0   120  42   5    0 1 1 1 0 0 14   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 7&lt;br /&gt;
  ANIMATION =                          ; Volcano Bullet&lt;br /&gt;
   1    0    50  42   5    0 0 0 0 0 0 0    ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = ft_bomb.3o               ; 8&lt;br /&gt;
  ANIMATION = weapon\ft_bomb.ani       ; Faust Rocket&lt;br /&gt;
   2    0   320  42   100  0 0 1 1 0 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrowl.3o                ; 9&lt;br /&gt;
  ANIMATION = weapon\arrowl.ani        ; Laser&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = grenade.3o               ; 10&lt;br /&gt;
  ANIMATION = weapon\grenade.ani       ; Grenade&lt;br /&gt;
   2    0   424  42   100  0 0 1 0 0 0 18  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 11&lt;br /&gt;
  ANIMATION =                          ; Double-Barrel-Shot-Gun&lt;br /&gt;
   1    0    50  42   16   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 12&lt;br /&gt;
  ANIMATION =                          ; DeadMan Screem&lt;br /&gt;
   3    0    50  42   20   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 13&lt;br /&gt;
  ANIMATION =                          ; Photon&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 14&lt;br /&gt;
  ANIMATION =                          ; Photon Min&lt;br /&gt;
   1    0   120  42    5   0 1 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = gs_bomb.3o               ; 15&lt;br /&gt;
  ANIMATION = weapon\gs_bomb.ani       ; Gross&lt;br /&gt;
   1    1   120  42   25   1 0 0 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sx_bomb.3o               ; 16&lt;br /&gt;
  ANIMATION = weapon\sx_bomb.ani       ; Sphinx&lt;br /&gt;
   1    0   120  42   90   0 1 1 1 1 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = bat3.3o                  ; 17&lt;br /&gt;
  ANIMATION = weapon\bat3.ani          ; Phantom&lt;br /&gt;
   1    0   120  42   10   0 1 0 1 1 0 0  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = md_bomb.3o               ; 18&lt;br /&gt;
  ANIMATION = weapon\md_bomb.ani       ; Mega Destroyer&lt;br /&gt;
   4    3   640  42  320   0 1 1 0 0 0 0   ;&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SEPARATE PARTS DEFINITION                              *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[GIBS]&lt;br /&gt;
71:         = gib1.3o&lt;br /&gt;
72:         = gib2.3o&lt;br /&gt;
73:         = gib3.3o&lt;br /&gt;
76:         = gib_s1.3o  s:74&lt;br /&gt;
75:         = gib_s2.3o&lt;br /&gt;
76:         = gib_t1.3o  s:75&lt;br /&gt;
77:         = gib_sp.3o  s:33&lt;br /&gt;
78:         = stone.3o   s:45&lt;br /&gt;
79:         = chip.3o&lt;br /&gt;
80:         = sf_01.3o   s:45&lt;br /&gt;
81:         = sf_02.3o   s:45&lt;br /&gt;
82:         = sf_03.3o   s:45&lt;br /&gt;
83:         = fragment.3o  s:45&lt;br /&gt;
84:         = gib_03.3o&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP BLOWS DEFINITION                                   *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[BLOWS]&lt;br /&gt;
19 ; GLASS,    HalfSize, Smooking, Looped, Gravity, Jump, LightOn, FileName&lt;br /&gt;
2  1 0 0 0 0 1 bullet.obj&lt;br /&gt;
2  1 0 0 1 1 1 s.obj&lt;br /&gt;
1  0 0 0 0 0 1 point.obj&lt;br /&gt;
1  1 0 1 1 1 1 glass.obj&lt;br /&gt;
0  0 1 1 1 1 0 wood.obj&lt;br /&gt;
2  1 0 0 1 1 0 blood.obj&lt;br /&gt;
2  1 0 1 1 1 0 bloodb.obj&lt;br /&gt;
0  0 1 1 1 1 0 bbarel.obj&lt;br /&gt;
77 0 0 0 0 0 1 exp.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke.obj&lt;br /&gt;
1  0 0 0 0 0 0 dust.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke2.obj&lt;br /&gt;
1  1 0 0 0 0 0 sm3.obj&lt;br /&gt;
1  1 1 0 1 0 1 point.obj&lt;br /&gt;
1  0 0 0 0 0 0 magic.obj&lt;br /&gt;
1  1 1 0 1 0 0 bloop.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke5.obj&lt;br /&gt;
1  1 0 0 1 0 0 spark.obj&lt;br /&gt;
4  1 0 0 0 0 0 gren.obj&lt;br /&gt;
&lt;br /&gt;
[BMP_OBJECTS]&lt;br /&gt;
2 [Light Glass  Half  Z  &amp;quot;FileName&amp;quot;]&lt;br /&gt;
      0     0    1    0 0 0 flamed.obj&lt;br /&gt;
      1     0    1    0 0 0 flamel.obj&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SOUNDS DEFINITION                                      *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[SOUNDS]&lt;br /&gt;
 00: thunder     = thund0.raw&lt;br /&gt;
 01: Scr. Click  = scrclic.sfx&lt;br /&gt;
 02: MenuScrol   = 8menuscr.wav&lt;br /&gt;
 03: MenuOn      = menuent2.wav&lt;br /&gt;
 04: MenuCh      = 8menumov.wav&lt;br /&gt;
 05: MenuSelect  = 8menuesc.wav&lt;br /&gt;
 06: Ammo fall   = box_drop.wav&lt;br /&gt;
 07:             = meetexp.wav  V:96&lt;br /&gt;
 08: Drops       = 8drop.wav&lt;br /&gt;
 09: Bloop       = bloop.wav&lt;br /&gt;
 10: Wsteps      = watstep1.wav&lt;br /&gt;
 11:             = watshoot.wav  v:40&lt;br /&gt;
 12: Jump        = jump.wav      v:96&lt;br /&gt;
 13:             = jump_no.wav   v:96&lt;br /&gt;
 14: Step        = step01.raw&lt;br /&gt;
 15: StepRun     = step03.raw&lt;br /&gt;
 16:             =&lt;br /&gt;
 17: Teleporters = t_port1.wav&lt;br /&gt;
 18:             = t_port2.wav&lt;br /&gt;
 19:             = t_port4.wav&lt;br /&gt;
 20:*************=&lt;br /&gt;
 21: GunFire 1   = shoot1.wav&lt;br /&gt;
 22: GunFire 2   = rifle.wav&lt;br /&gt;
 23: GunFire 3   = riflecut.wav&lt;br /&gt;
 24: GunFire 4   = diskthrw.wav&lt;br /&gt;
 25: GunFire 5   = ua_arb2.raw&lt;br /&gt;
 26: GunFire 6   = grenade1.wav&lt;br /&gt;
 27:             =&lt;br /&gt;
 28:             = weapon8.wav    v:96&lt;br /&gt;
 29:*************=&lt;br /&gt;
 30:-hero-disk---= exp_met.wav&lt;br /&gt;
 31: axe         = exp_met.wav&lt;br /&gt;
 32: sword       = exp_arb2.wav&lt;br /&gt;
 33: bull        =&lt;br /&gt;
 34: arrow       = exp_arb2.wav&lt;br /&gt;
 35: j.disk      = exp_met.wav&lt;br /&gt;
 36: arrow3      = exp_arb2.wav&lt;br /&gt;
 37: vulcano     =&lt;br /&gt;
 38: f.rock      = explode5.wav   v:96&lt;br /&gt;
 39  laser       =&lt;br /&gt;
 40:             = explode5.wav&lt;br /&gt;
 41:             =&lt;br /&gt;
 42:             =&lt;br /&gt;
 43:             = photon_d.wav  v:48&lt;br /&gt;
 44:             = photon_d.wav  v:48&lt;br /&gt;
 45:             = g_stone.wav   v:32&lt;br /&gt;
 46:             = explode5.wav&lt;br /&gt;
 47:             = phbathit.wav&lt;br /&gt;
 48:             = elight.wav    v:96&lt;br /&gt;
 49:             =&lt;br /&gt;
 50:*************=&lt;br /&gt;
 51: Get Weapon  = weapon\berd_on.wav&lt;br /&gt;
 52:             = weapon\sgun_on.wav&lt;br /&gt;
 53:             = weapon\volc_on.wav&lt;br /&gt;
 54:             = weapon\pilb_on.wav&lt;br /&gt;
 55:             = weapon\arba_on.wav&lt;br /&gt;
 56:             = weapon\gren_on.wav&lt;br /&gt;
 57:             = weapon\gren_on.wav&lt;br /&gt;
 58:             = weapon\mega_on.wav v:96&lt;br /&gt;
 59:*************=&lt;br /&gt;
 60: Item Up     = itemup.wav&lt;br /&gt;
 61: Message     = text2.wav&lt;br /&gt;
 62: Health      = itemup2.wav&lt;br /&gt;
 63: GetKey      = acard.wav&lt;br /&gt;
 64:             =&lt;br /&gt;
 65:             =&lt;br /&gt;
 66:             =&lt;br /&gt;
 67: Switch      = doorknob.pcm&lt;br /&gt;
 68: BreakGlass. = glass1.raw&lt;br /&gt;
 69: .         . = glass2.raw&lt;br /&gt;
 70: ........... = glass3.wav&lt;br /&gt;
 71: Explode     = exp3_1.pcm&lt;br /&gt;
 72: MineOn      = mineon.wav&lt;br /&gt;
 73: MeetFall    = meetfall.wav v:14&lt;br /&gt;
 74: Metal F     = sfall.wav&lt;br /&gt;
 75: HevyMetal   = bounce.wav   v:32&lt;br /&gt;
 76:             = 8menumov.wav v:90&lt;br /&gt;
 77:             =&lt;br /&gt;
 78: Rick01      = rick002.wav  v:40&lt;br /&gt;
 79: Rick02      = rick003.wav  v:40&lt;br /&gt;
[SOUNDS_END]&lt;br /&gt;
&lt;br /&gt;
END.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12387</id>
		<title>CHASM.INF</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12387"/>
		<updated>2025-06-28T17:32:57Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* MONSTERS section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Text Infobox&lt;br /&gt;
 | Type = Control&lt;br /&gt;
 | Lines = CRLF&lt;br /&gt;
 | Charset = ASCII&lt;br /&gt;
 | Games = {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CHASM.INF&#039;&#039;&#039; allows plain-text configuration of several gameplay and graphical aspects of [[Chasm: The Rift]].  The file is divided into several sections.&lt;br /&gt;
===MONSTERS section===&lt;br /&gt;
Each line defines a creature present in the game.  The first one is the player entity, the other 20 are enemy characters.  It would appear that the number of possible enemies is limited (the official add-on replaces enemy definitions, rather than adding to the roster). {{TODO|Confirm.}}  The .CAR file field is treated as an ASCII file name, the rest of the values as integers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! .CAR file !! WRad !! ARad !! SPEED !! R !! LIFE !! Kick !! Rock !! SepLimit&lt;br /&gt;
|-&lt;br /&gt;
| File with creature&#039;s binary data || Collision radius for map geometry || Collision radius for players, monsters, projectiles and hit-scans. || Monster movement speed (immobile if value is less than 3) || Monster rotation speed || Hit Points || Melee attack damage || Projectile ID number (Defined in ROCKETS section)&amp;lt;br&amp;gt;Use -1 for melee-only enemies || {{TODO|How hard enemy is to dismember?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3D_OBJECTS section===&lt;br /&gt;
{{TODO|Fill this out better.}}&lt;br /&gt;
&lt;br /&gt;
Appears to be for defining grabbable objects; out of the many parameters only a few seem to actually be used (the rest are the same for every object).&lt;br /&gt;
* Shadow - A 1 for objects that cast a shadow, 0 otherwise&lt;br /&gt;
* ACode - {{TODO|Probably hooks to something hardcoded for what item to pick up}}&lt;br /&gt;
* &amp;quot;Filename&amp;quot; - A .3O file to use for the object.&lt;br /&gt;
* &amp;quot;Animation&amp;quot; - An optional .ANI companion file for the .3O.&lt;br /&gt;
&lt;br /&gt;
===WEAPONS section===&lt;br /&gt;
Defines each of the player&#039;s weapons in four lines per weapon: 3 for files, and one for stat numbers.&lt;br /&gt;
* MODEL = .3O file for weapon-in-hand&lt;br /&gt;
* STAT = .ANI file {{TODO|For idling?}}&lt;br /&gt;
* SHOOT = .ANI file&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RType !! RldTm !! YSh !! RZ0 !! DAm !! Limit !! Start !! RCount&lt;br /&gt;
|-&lt;br /&gt;
| Projectile ID number&amp;lt;br&amp;gt;(Defined in ROCKETS section.) || Delay between shots || {{TODO|?}} || {{TODO|?}} || {{TODO|Shot damage? Doesn&#039;t seem to affect rifle}} || Max ammo || Ammo in pickup || Projectiles per shot, only appears to be valid for hitscans.&amp;lt;br&amp;gt;1 = always accurate, single shot&amp;lt;br&amp;gt;Greater numbers = scatter shot of X bullets.&amp;lt;br&amp;gt;E.G. 4 for shotgun, 2 for Volcano.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ROCKETS section===&lt;br /&gt;
Defines player and enemy ranged attacks, as referenced in the MONSTERS and WEAPONS sections.  The ID numbers are not explicit, but determined by the order of the entries in the file.&lt;br /&gt;
&lt;br /&gt;
If the model and animation fields are left blank instead of specifying a file, then the attack is treated as a hitscan rather than a projectile.&lt;br /&gt;
&lt;br /&gt;
* 3d_MODEL = ASCII string, .3O filename for the projectile&lt;br /&gt;
* ANIMATION = ASCII string, .ANI filename to go with the .3O&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! BW !! GF !! Ard !! CRd !! Pwr !! Rfl !! FBright !! Light !! Auto !! Auto2 !! Fast !! Smoke&lt;br /&gt;
|-&lt;br /&gt;
| {{TODO|Special effect? (e.g. 4 gives Mega Destroyer&#039;s white flash)}} || Effect of gravity on projectile&amp;lt;br&amp;gt;(0 = doesn&#039;t fall) || {{TODO|?}} || {{TODO|?}} || Damage dealt || {{TODO|Unsure, used only on Gross&#039; throwing rocks}} || {{TODO|Bright projectile?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || Sprite ID number for trail effect (defined in BLOWS section)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===GIBS section===&lt;br /&gt;
Defines gibs and other chunks of stuff.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BLOWS section===&lt;br /&gt;
Defines sprites, which use .OBJ files.&lt;br /&gt;
&lt;br /&gt;
Like the ROCKETS section, the ID numbers are determined by the order of the entries in this file, rather than explicitly.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BMP_OBJECTS section===&lt;br /&gt;
Defines flame sprites, which also use .OBJ files.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===SOUNDS section===&lt;br /&gt;
Defines sound effects.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===Example CHASM.INF file===&lt;br /&gt;
Below is the expected layout and formatting that Chasm: The Rift&#039;s CHASM.INF files must conform to.&lt;br /&gt;
Diverting from this structure (eg, adding additional monster lines instead of replacing an existing line) may give undesirable results or even prevent your mod from launching. This is because CHASM.INF appears to use a &#039;slot&#039; system. The 3D objects section, for example, is assigned &amp;quot;SPR&amp;quot; lines 131 through 162. Such line numbers are required for certain parts of the game to work (eg, the &#039;CHANGE&#039; command in [[PROCESS (Chasm: The Rift)|PROCESS.XX]] refers to these lines).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        MONSTERS DEFINITION                                    *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[MONSTERS]&lt;br /&gt;
21              WRad   ARad  SPEED/R  LIFE  Kick Rock SepLimit&lt;br /&gt;
 heronew.car    100    100    10  5   100     0   0     0    ;==== Hero ==========&lt;br /&gt;
 joker6.car      52    190    10  5   100    20   5    16    ;=1= Joker ==========&lt;br /&gt;
 spider.car      64    140    22 11    50    15  -1    10    ;=2= spider =======&lt;br /&gt;
 wman.car        80    220    16  8   140    10   6    26    ;=3= WingMan =======&lt;br /&gt;
 scelet3.car     90    220     9  5   220    25   2    26    ;=4= Sceleton =======&lt;br /&gt;
 pant1.car       70    200    10  5   260    40   1    32    ;=5= Punisher =======&lt;br /&gt;
 mongf.car       64    200    14  7   100    15  11    26    ;=6= Mong ===========&lt;br /&gt;
 faust1.car      70    200    12  5   150    20   8    26    ;=7= Faust ==========&lt;br /&gt;
 tt_tower.car    70    200     2  3   120    20   9    10    ;=8= Turret =========&lt;br /&gt;
 SFAG.car       120    240    14  7  8000    80   8    100   ;=9= SFag ===&lt;br /&gt;
 deadman1.car    52    180     4  5   100    20  12    26    ;=10 DeadMen ==&lt;br /&gt;
 hog.car         80    200    26 14   200    25  -1    16    ;=11 Hog =========&lt;br /&gt;
 an4.car         70    200    16  8   160    20  13    26    ;=12 Alien =======&lt;br /&gt;
 mr2f.car        70    200     8  4   240    20  14    26    ;=13 Mincer =======&lt;br /&gt;
 jr.car          70    260    26 13   220    48  -1   100    ;=14 Jumper =======&lt;br /&gt;
 viking4.car     70    220    22 11   230    45  -1    36    ;=15 Viking ======&lt;br /&gt;
 lion4.car       60    220    22 11   230    45  -1    36    ;=16 Lion ========&lt;br /&gt;
 gross3.car      60    220    14  8   220    32  15   802    ;=17 gross =======&lt;br /&gt;
 SPHINX1.car    220    250    16  6   200    80  16   100    ;=18 sphinx ======&lt;br /&gt;
 phant4.car      90    200    20 10  6000    40  17   100    ;=19 Phant ======&lt;br /&gt;
 worm.car        90    250     0  0  6000     0   0   100    ;=20 Worm ======&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP &amp;amp; 3D OBJECTS DEFINITION                            *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[3D_OBJECTS]&lt;br /&gt;
31 [GoRad Shadow BMPObj BMPz ACode BlowUp BLim Sfx BSFX &amp;quot;FileName&amp;quot;    &amp;quot;Animation&amp;quot;]&lt;br /&gt;
;========= weapons ===============================================&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   bag.3o&lt;br /&gt;
  0     1       -1     0      2     0    0    0 0   w_rifle.3o       w_rifle.ani&lt;br /&gt;
  0     1       -1     0      3     0    0    0 0   w_vcano.3o       w_vcano.ani&lt;br /&gt;
  0     1       -1     0      4     0    0    0 0   wdisk.3o         wdisk.ani&lt;br /&gt;
  0     1       -1     0      5     0    0    0 0   w_arb1.3o        w_arb1.ani&lt;br /&gt;
  0     1       -1     0      6     0    0    0 0   w_gr.3o          w_gr.ani&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     1       -1     0      8     0    0    0 0   w_md.3o          w_md.ani&lt;br /&gt;
;========== ammo ==================================================&lt;br /&gt;
  0     0       -1     0     21     0    0    0 0   bullets.3o&lt;br /&gt;
  0     0       -1     0     22     0    0    0 0   gbbull.3o&lt;br /&gt;
  0     0       -1     0     35     0    0    0 0   vbox.3o&lt;br /&gt;
  0     0       -1     0     41     0    0    0 0   pila1.3o&lt;br /&gt;
  0     0       -1     0     52     0    0    0 0   arrows.3o&lt;br /&gt;
  0     0       -1     0     62     0    0    0 0   gr_box.3o&lt;br /&gt;
  0     0       -1     0     74     0    0    0 0   omine1.3o&lt;br /&gt;
  0     0       -1     0     82     0    0    0 0   md_box.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   hole.3o&lt;br /&gt;
;=========== things ===============================================&lt;br /&gt;
  0     0       -1     0    133     0    0    0 0   chojin.3o        chojin.ani&lt;br /&gt;
  0     0       -1     0    132     0    0    0 0   shield.3o        shield.ani&lt;br /&gt;
  0     0       -1     0    131     0    0    0 0   invis.3o         invis.ani&lt;br /&gt;
  0     0       -1     0    128     0    0    0 0   armor3.3o        armor3.ani&lt;br /&gt;
  0     0       -1     0    124     0    0    0 0   helmet1.3o       helmet1.ani&lt;br /&gt;
  0     0       -1     0     0      0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0    102     0    0    0 0   life.3o&lt;br /&gt;
  0     0       -1     0    120     0    0    0 0   biglife.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   mine.3o&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        WEAPONS DEFINITION                                     *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[WEAPONS]&lt;br /&gt;
8                ; RType, RldTm, YSh, RZ0, DAm, Limit, Start,   RCount&lt;br /&gt;
MODEL=ogun6.3o&lt;br /&gt;
STAT =ogun6.ani&lt;br /&gt;
SHOOT=ogatck.ani&lt;br /&gt;
                       3   86  32  180  20   120  25      1&lt;br /&gt;
MODEL=rif_h5.3o&lt;br /&gt;
STAT =rif_h2.ani&lt;br /&gt;
SHOOT=rif_h1f.ani&lt;br /&gt;
                      11  128  42  180  10   50   10      4&lt;br /&gt;
MODEL=v8h.3o&lt;br /&gt;
STAT =vstat7h.ani&lt;br /&gt;
SHOOT=vfire7h.ani&lt;br /&gt;
                       7   11  32  180  10  200   50      2&lt;br /&gt;
MODEL=disk.3o&lt;br /&gt;
STAT =dstat.ani&lt;br /&gt;
SHOOT=dattack.ani&lt;br /&gt;
                       0   26  15  440  20   50   20      1&lt;br /&gt;
MODEL=at3.3o&lt;br /&gt;
STAT =at1_stat.ani&lt;br /&gt;
SHOOT=at1_fire.ani&lt;br /&gt;
                       4   60  32  320  10   40   20      1&lt;br /&gt;
MODEL=gr4.3o&lt;br /&gt;
STAT =gr_stat.ani&lt;br /&gt;
SHOOT=gr_fire.ani&lt;br /&gt;
                      10  112  32  140   5   50    5      1&lt;br /&gt;
MODEL=mineh.3o&lt;br /&gt;
STAT =m_stat.ani&lt;br /&gt;
SHOOT=m_fire.ani&lt;br /&gt;
                       0  112  32  140   1   10    0      1&lt;br /&gt;
MODEL=md.3o&lt;br /&gt;
STAT =md_stat.ani&lt;br /&gt;
SHOOT=md_fire.ani&lt;br /&gt;
                      18  144  32  180   1   10    2      1&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        3D ROCKETS DEFINITION                                  *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[ROCKETS]&lt;br /&gt;
19 [BW  GF  Ard  CRd  Pwr (Rfl FBright Light Auto Auto2 Fast Smoke) ]&lt;br /&gt;
&lt;br /&gt;
  3d_MODEL  = disk.3o                  ;&lt;br /&gt;
  ANIMATION = weapon\disk.ani          ; Hero Golden Disk&lt;br /&gt;
   1    0   120  42   30   0 0 0 0 0 0 0   ; 0&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = axe.3o                   ; Axe&lt;br /&gt;
  ANIMATION = weapon\axe.ani           ; 1&lt;br /&gt;
   1    0   120  42   42   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sword.3o                 ; 2&lt;br /&gt;
  ANIMATION = weapon\sword.ani         ; Sceleton-Sword&lt;br /&gt;
   1    0   120  42   40   0 0 1 0 0 0 11  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 3&lt;br /&gt;
  ANIMATION =                          ; Shoot-Gun&lt;br /&gt;
   1    0    50  42   25   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrow.3o                 ; 4&lt;br /&gt;
  ANIMATION = weapon\arrow.ani         ; Arrow-Gun&lt;br /&gt;
   1    0   120  42   40   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = jdisk.3o                 ; 5&lt;br /&gt;
  ANIMATION = weapon\jdisk.ani         ; Joker&#039;s disk&lt;br /&gt;
   1    0   120  42   25   0 0 0 1 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = 3arow.3o                 ; 6&lt;br /&gt;
  ANIMATION = weapon\3arow_.ani        ; Wing-Man&lt;br /&gt;
   1    0   120  42   5    0 1 1 1 0 0 14   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 7&lt;br /&gt;
  ANIMATION =                          ; Volcano Bullet&lt;br /&gt;
   1    0    50  42   5    0 0 0 0 0 0 0    ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = ft_bomb.3o               ; 8&lt;br /&gt;
  ANIMATION = weapon\ft_bomb.ani       ; Faust Rocket&lt;br /&gt;
   2    0   320  42   100  0 0 1 1 0 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrowl.3o                ; 9&lt;br /&gt;
  ANIMATION = weapon\arrowl.ani        ; Laser&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = grenade.3o               ; 10&lt;br /&gt;
  ANIMATION = weapon\grenade.ani       ; Grenade&lt;br /&gt;
   2    0   424  42   100  0 0 1 0 0 0 18  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 11&lt;br /&gt;
  ANIMATION =                          ; Double-Barrel-Shot-Gun&lt;br /&gt;
   1    0    50  42   16   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 12&lt;br /&gt;
  ANIMATION =                          ; DeadMan Screem&lt;br /&gt;
   3    0    50  42   20   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 13&lt;br /&gt;
  ANIMATION =                          ; Photon&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 14&lt;br /&gt;
  ANIMATION =                          ; Photon Min&lt;br /&gt;
   1    0   120  42    5   0 1 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = gs_bomb.3o               ; 15&lt;br /&gt;
  ANIMATION = weapon\gs_bomb.ani       ; Gross&lt;br /&gt;
   1    1   120  42   25   1 0 0 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sx_bomb.3o               ; 16&lt;br /&gt;
  ANIMATION = weapon\sx_bomb.ani       ; Sphinx&lt;br /&gt;
   1    0   120  42   90   0 1 1 1 1 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = bat3.3o                  ; 17&lt;br /&gt;
  ANIMATION = weapon\bat3.ani          ; Phantom&lt;br /&gt;
   1    0   120  42   10   0 1 0 1 1 0 0  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = md_bomb.3o               ; 18&lt;br /&gt;
  ANIMATION = weapon\md_bomb.ani       ; Mega Destroyer&lt;br /&gt;
   4    3   640  42  320   0 1 1 0 0 0 0   ;&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SEPARATE PARTS DEFINITION                              *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[GIBS]&lt;br /&gt;
71:         = gib1.3o&lt;br /&gt;
72:         = gib2.3o&lt;br /&gt;
73:         = gib3.3o&lt;br /&gt;
76:         = gib_s1.3o  s:74&lt;br /&gt;
75:         = gib_s2.3o&lt;br /&gt;
76:         = gib_t1.3o  s:75&lt;br /&gt;
77:         = gib_sp.3o  s:33&lt;br /&gt;
78:         = stone.3o   s:45&lt;br /&gt;
79:         = chip.3o&lt;br /&gt;
80:         = sf_01.3o   s:45&lt;br /&gt;
81:         = sf_02.3o   s:45&lt;br /&gt;
82:         = sf_03.3o   s:45&lt;br /&gt;
83:         = fragment.3o  s:45&lt;br /&gt;
84:         = gib_03.3o&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP BLOWS DEFINITION                                   *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[BLOWS]&lt;br /&gt;
19 ; GLASS,    HalfSize, Smooking, Looped, Gravity, Jump, LightOn, FileName&lt;br /&gt;
2  1 0 0 0 0 1 bullet.obj&lt;br /&gt;
2  1 0 0 1 1 1 s.obj&lt;br /&gt;
1  0 0 0 0 0 1 point.obj&lt;br /&gt;
1  1 0 1 1 1 1 glass.obj&lt;br /&gt;
0  0 1 1 1 1 0 wood.obj&lt;br /&gt;
2  1 0 0 1 1 0 blood.obj&lt;br /&gt;
2  1 0 1 1 1 0 bloodb.obj&lt;br /&gt;
0  0 1 1 1 1 0 bbarel.obj&lt;br /&gt;
77 0 0 0 0 0 1 exp.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke.obj&lt;br /&gt;
1  0 0 0 0 0 0 dust.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke2.obj&lt;br /&gt;
1  1 0 0 0 0 0 sm3.obj&lt;br /&gt;
1  1 1 0 1 0 1 point.obj&lt;br /&gt;
1  0 0 0 0 0 0 magic.obj&lt;br /&gt;
1  1 1 0 1 0 0 bloop.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke5.obj&lt;br /&gt;
1  1 0 0 1 0 0 spark.obj&lt;br /&gt;
4  1 0 0 0 0 0 gren.obj&lt;br /&gt;
&lt;br /&gt;
[BMP_OBJECTS]&lt;br /&gt;
2 [Light Glass  Half  Z  &amp;quot;FileName&amp;quot;]&lt;br /&gt;
      0     0    1    0 0 0 flamed.obj&lt;br /&gt;
      1     0    1    0 0 0 flamel.obj&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SOUNDS DEFINITION                                      *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[SOUNDS]&lt;br /&gt;
 00: thunder     = thund0.raw&lt;br /&gt;
 01: Scr. Click  = scrclic.sfx&lt;br /&gt;
 02: MenuScrol   = 8menuscr.wav&lt;br /&gt;
 03: MenuOn      = menuent2.wav&lt;br /&gt;
 04: MenuCh      = 8menumov.wav&lt;br /&gt;
 05: MenuSelect  = 8menuesc.wav&lt;br /&gt;
 06: Ammo fall   = box_drop.wav&lt;br /&gt;
 07:             = meetexp.wav  V:96&lt;br /&gt;
 08: Drops       = 8drop.wav&lt;br /&gt;
 09: Bloop       = bloop.wav&lt;br /&gt;
 10: Wsteps      = watstep1.wav&lt;br /&gt;
 11:             = watshoot.wav  v:40&lt;br /&gt;
 12: Jump        = jump.wav      v:96&lt;br /&gt;
 13:             = jump_no.wav   v:96&lt;br /&gt;
 14: Step        = step01.raw&lt;br /&gt;
 15: StepRun     = step03.raw&lt;br /&gt;
 16:             =&lt;br /&gt;
 17: Teleporters = t_port1.wav&lt;br /&gt;
 18:             = t_port2.wav&lt;br /&gt;
 19:             = t_port4.wav&lt;br /&gt;
 20:*************=&lt;br /&gt;
 21: GunFire 1   = shoot1.wav&lt;br /&gt;
 22: GunFire 2   = rifle.wav&lt;br /&gt;
 23: GunFire 3   = riflecut.wav&lt;br /&gt;
 24: GunFire 4   = diskthrw.wav&lt;br /&gt;
 25: GunFire 5   = ua_arb2.raw&lt;br /&gt;
 26: GunFire 6   = grenade1.wav&lt;br /&gt;
 27:             =&lt;br /&gt;
 28:             = weapon8.wav    v:96&lt;br /&gt;
 29:*************=&lt;br /&gt;
 30:-hero-disk---= exp_met.wav&lt;br /&gt;
 31: axe         = exp_met.wav&lt;br /&gt;
 32: sword       = exp_arb2.wav&lt;br /&gt;
 33: bull        =&lt;br /&gt;
 34: arrow       = exp_arb2.wav&lt;br /&gt;
 35: j.disk      = exp_met.wav&lt;br /&gt;
 36: arrow3      = exp_arb2.wav&lt;br /&gt;
 37: vulcano     =&lt;br /&gt;
 38: f.rock      = explode5.wav   v:96&lt;br /&gt;
 39  laser       =&lt;br /&gt;
 40:             = explode5.wav&lt;br /&gt;
 41:             =&lt;br /&gt;
 42:             =&lt;br /&gt;
 43:             = photon_d.wav  v:48&lt;br /&gt;
 44:             = photon_d.wav  v:48&lt;br /&gt;
 45:             = g_stone.wav   v:32&lt;br /&gt;
 46:             = explode5.wav&lt;br /&gt;
 47:             = phbathit.wav&lt;br /&gt;
 48:             = elight.wav    v:96&lt;br /&gt;
 49:             =&lt;br /&gt;
 50:*************=&lt;br /&gt;
 51: Get Weapon  = weapon\berd_on.wav&lt;br /&gt;
 52:             = weapon\sgun_on.wav&lt;br /&gt;
 53:             = weapon\volc_on.wav&lt;br /&gt;
 54:             = weapon\pilb_on.wav&lt;br /&gt;
 55:             = weapon\arba_on.wav&lt;br /&gt;
 56:             = weapon\gren_on.wav&lt;br /&gt;
 57:             = weapon\gren_on.wav&lt;br /&gt;
 58:             = weapon\mega_on.wav v:96&lt;br /&gt;
 59:*************=&lt;br /&gt;
 60: Item Up     = itemup.wav&lt;br /&gt;
 61: Message     = text2.wav&lt;br /&gt;
 62: Health      = itemup2.wav&lt;br /&gt;
 63: GetKey      = acard.wav&lt;br /&gt;
 64:             =&lt;br /&gt;
 65:             =&lt;br /&gt;
 66:             =&lt;br /&gt;
 67: Switch      = doorknob.pcm&lt;br /&gt;
 68: BreakGlass. = glass1.raw&lt;br /&gt;
 69: .         . = glass2.raw&lt;br /&gt;
 70: ........... = glass3.wav&lt;br /&gt;
 71: Explode     = exp3_1.pcm&lt;br /&gt;
 72: MineOn      = mineon.wav&lt;br /&gt;
 73: MeetFall    = meetfall.wav v:14&lt;br /&gt;
 74: Metal F     = sfall.wav&lt;br /&gt;
 75: HevyMetal   = bounce.wav   v:32&lt;br /&gt;
 76:             = 8menumov.wav v:90&lt;br /&gt;
 77:             =&lt;br /&gt;
 78: Rick01      = rick002.wav  v:40&lt;br /&gt;
 79: Rick02      = rick003.wav  v:40&lt;br /&gt;
[SOUNDS_END]&lt;br /&gt;
&lt;br /&gt;
END.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12386</id>
		<title>CHASM.INF</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=CHASM.INF&amp;diff=12386"/>
		<updated>2025-06-28T17:19:52Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added example INF file layout which shows the expected formatting required by Chasm: The Rift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Text Infobox&lt;br /&gt;
 | Type = Control&lt;br /&gt;
 | Lines = CRLF&lt;br /&gt;
 | Charset = ASCII&lt;br /&gt;
 | Games = {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;CHASM.INF&#039;&#039;&#039; allows plain-text configuration of several gameplay and graphical aspects of [[Chasm: The Rift]].  The file is divided into several sections.&lt;br /&gt;
===MONSTERS section===&lt;br /&gt;
Each line defines a creature present in the game.  The first one is the player entity, the other 20 are enemy characters.  It would appear that the number of possible enemies is limited (the official add-on replaces enemy definitions, rather than adding to the roster). {{TODO|Confirm.}}  The .CAR file field is treated as an ASCII file name, the rest of the values as integers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! .CAR file !! WRad !! ARad !! SPEED !! R !! LIFE !! Kick !! Rock !! SepLimit&lt;br /&gt;
|-&lt;br /&gt;
| File with creature&#039;s binary data || {{TODO|Apears to be radius for determining if the entity is in contact with a wall.}} || {{TODO|Appears to be radius at which the entity is considered to be in contact with actors (blocking player, attempting melee, but greater values do not allow melee to actually hit from further distances.)}} || {{TODO|Movement speed?}} || {{TODO|Adjust movement speed?}} || Hit Points || Melee attack damage || Projectile ID number (Defined in ROCKETS section)&amp;lt;br&amp;gt;Use -1 for melee-only enemies || {{TODO|How hard enemy is to dismember?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3D_OBJECTS section===&lt;br /&gt;
{{TODO|Fill this out better.}}&lt;br /&gt;
&lt;br /&gt;
Appears to be for defining grabbable objects; out of the many parameters only a few seem to actually be used (the rest are the same for every object).&lt;br /&gt;
* Shadow - A 1 for objects that cast a shadow, 0 otherwise&lt;br /&gt;
* ACode - {{TODO|Probably hooks to something hardcoded for what item to pick up}}&lt;br /&gt;
* &amp;quot;Filename&amp;quot; - A .3O file to use for the object.&lt;br /&gt;
* &amp;quot;Animation&amp;quot; - An optional .ANI companion file for the .3O.&lt;br /&gt;
&lt;br /&gt;
===WEAPONS section===&lt;br /&gt;
Defines each of the player&#039;s weapons in four lines per weapon: 3 for files, and one for stat numbers.&lt;br /&gt;
* MODEL = .3O file for weapon-in-hand&lt;br /&gt;
* STAT = .ANI file {{TODO|For idling?}}&lt;br /&gt;
* SHOOT = .ANI file&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! RType !! RldTm !! YSh !! RZ0 !! DAm !! Limit !! Start !! RCount&lt;br /&gt;
|-&lt;br /&gt;
| Projectile ID number&amp;lt;br&amp;gt;(Defined in ROCKETS section.) || Delay between shots || {{TODO|?}} || {{TODO|?}} || {{TODO|Shot damage? Doesn&#039;t seem to affect rifle}} || Max ammo || Ammo in pickup || Projectiles per shot, only appears to be valid for hitscans.&amp;lt;br&amp;gt;1 = always accurate, single shot&amp;lt;br&amp;gt;Greater numbers = scatter shot of X bullets.&amp;lt;br&amp;gt;E.G. 4 for shotgun, 2 for Volcano.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ROCKETS section===&lt;br /&gt;
Defines player and enemy ranged attacks, as referenced in the MONSTERS and WEAPONS sections.  The ID numbers are not explicit, but determined by the order of the entries in the file.&lt;br /&gt;
&lt;br /&gt;
If the model and animation fields are left blank instead of specifying a file, then the attack is treated as a hitscan rather than a projectile.&lt;br /&gt;
&lt;br /&gt;
* 3d_MODEL = ASCII string, .3O filename for the projectile&lt;br /&gt;
* ANIMATION = ASCII string, .ANI filename to go with the .3O&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! BW !! GF !! Ard !! CRd !! Pwr !! Rfl !! FBright !! Light !! Auto !! Auto2 !! Fast !! Smoke&lt;br /&gt;
|-&lt;br /&gt;
| {{TODO|Special effect? (e.g. 4 gives Mega Destroyer&#039;s white flash)}} || Effect of gravity on projectile&amp;lt;br&amp;gt;(0 = doesn&#039;t fall) || {{TODO|?}} || {{TODO|?}} || Damage dealt || {{TODO|Unsure, used only on Gross&#039; throwing rocks}} || {{TODO|Bright projectile?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || {{TODO|?}} || Sprite ID number for trail effect (defined in BLOWS section)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===GIBS section===&lt;br /&gt;
Defines gibs and other chunks of stuff.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BLOWS section===&lt;br /&gt;
Defines sprites, which use .OBJ files.&lt;br /&gt;
&lt;br /&gt;
Like the ROCKETS section, the ID numbers are determined by the order of the entries in this file, rather than explicitly.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===BMP_OBJECTS section===&lt;br /&gt;
Defines flame sprites, which also use .OBJ files.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===SOUNDS section===&lt;br /&gt;
Defines sound effects.&lt;br /&gt;
{{TODO|Document these settings}}&lt;br /&gt;
&lt;br /&gt;
===Example CHASM.INF file===&lt;br /&gt;
Below is the expected layout and formatting that Chasm: The Rift&#039;s CHASM.INF files must conform to.&lt;br /&gt;
Diverting from this structure (eg, adding additional monster lines instead of replacing an existing line) may give undesirable results or even prevent your mod from launching. This is because CHASM.INF appears to use a &#039;slot&#039; system. The 3D objects section, for example, is assigned &amp;quot;SPR&amp;quot; lines 131 through 162. Such line numbers are required for certain parts of the game to work (eg, the &#039;CHANGE&#039; command in [[PROCESS (Chasm: The Rift)|PROCESS.XX]] refers to these lines).&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        MONSTERS DEFINITION                                    *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[MONSTERS]&lt;br /&gt;
21              WRad   ARad  SPEED/R  LIFE  Kick Rock SepLimit&lt;br /&gt;
 heronew.car    100    100    10  5   100     0   0     0    ;==== Hero ==========&lt;br /&gt;
 joker6.car      52    190    10  5   100    20   5    16    ;=1= Joker ==========&lt;br /&gt;
 spider.car      64    140    22 11    50    15  -1    10    ;=2= spider =======&lt;br /&gt;
 wman.car        80    220    16  8   140    10   6    26    ;=3= WingMan =======&lt;br /&gt;
 scelet3.car     90    220     9  5   220    25   2    26    ;=4= Sceleton =======&lt;br /&gt;
 pant1.car       70    200    10  5   260    40   1    32    ;=5= Punisher =======&lt;br /&gt;
 mongf.car       64    200    14  7   100    15  11    26    ;=6= Mong ===========&lt;br /&gt;
 faust1.car      70    200    12  5   150    20   8    26    ;=7= Faust ==========&lt;br /&gt;
 tt_tower.car    70    200     2  3   120    20   9    10    ;=8= Turret =========&lt;br /&gt;
 SFAG.car       120    240    14  7  8000    80   8    100   ;=9= SFag ===&lt;br /&gt;
 deadman1.car    52    180     4  5   100    20  12    26    ;=10 DeadMen ==&lt;br /&gt;
 hog.car         80    200    26 14   200    25  -1    16    ;=11 Hog =========&lt;br /&gt;
 an4.car         70    200    16  8   160    20  13    26    ;=12 Alien =======&lt;br /&gt;
 mr2f.car        70    200     8  4   240    20  14    26    ;=13 Mincer =======&lt;br /&gt;
 jr.car          70    260    26 13   220    48  -1   100    ;=14 Jumper =======&lt;br /&gt;
 viking4.car     70    220    22 11   230    45  -1    36    ;=15 Viking ======&lt;br /&gt;
 lion4.car       60    220    22 11   230    45  -1    36    ;=16 Lion ========&lt;br /&gt;
 gross3.car      60    220    14  8   220    32  15   802    ;=17 gross =======&lt;br /&gt;
 SPHINX1.car    220    250    16  6   200    80  16   100    ;=18 sphinx ======&lt;br /&gt;
 phant4.car      90    200    20 10  6000    40  17   100    ;=19 Phant ======&lt;br /&gt;
 worm.car        90    250     0  0  6000     0   0   100    ;=20 Worm ======&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP &amp;amp; 3D OBJECTS DEFINITION                            *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[3D_OBJECTS]&lt;br /&gt;
31 [GoRad Shadow BMPObj BMPz ACode BlowUp BLim Sfx BSFX &amp;quot;FileName&amp;quot;    &amp;quot;Animation&amp;quot;]&lt;br /&gt;
;========= weapons ===============================================&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   bag.3o&lt;br /&gt;
  0     1       -1     0      2     0    0    0 0   w_rifle.3o       w_rifle.ani&lt;br /&gt;
  0     1       -1     0      3     0    0    0 0   w_vcano.3o       w_vcano.ani&lt;br /&gt;
  0     1       -1     0      4     0    0    0 0   wdisk.3o         wdisk.ani&lt;br /&gt;
  0     1       -1     0      5     0    0    0 0   w_arb1.3o        w_arb1.ani&lt;br /&gt;
  0     1       -1     0      6     0    0    0 0   w_gr.3o          w_gr.ani&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     1       -1     0      8     0    0    0 0   w_md.3o          w_md.ani&lt;br /&gt;
;========== ammo ==================================================&lt;br /&gt;
  0     0       -1     0     21     0    0    0 0   bullets.3o&lt;br /&gt;
  0     0       -1     0     22     0    0    0 0   gbbull.3o&lt;br /&gt;
  0     0       -1     0     35     0    0    0 0   vbox.3o&lt;br /&gt;
  0     0       -1     0     41     0    0    0 0   pila1.3o&lt;br /&gt;
  0     0       -1     0     52     0    0    0 0   arrows.3o&lt;br /&gt;
  0     0       -1     0     62     0    0    0 0   gr_box.3o&lt;br /&gt;
  0     0       -1     0     74     0    0    0 0   omine1.3o&lt;br /&gt;
  0     0       -1     0     82     0    0    0 0   md_box.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   hole.3o&lt;br /&gt;
;=========== things ===============================================&lt;br /&gt;
  0     0       -1     0    133     0    0    0 0   chojin.3o        chojin.ani&lt;br /&gt;
  0     0       -1     0    132     0    0    0 0   shield.3o        shield.ani&lt;br /&gt;
  0     0       -1     0    131     0    0    0 0   invis.3o         invis.ani&lt;br /&gt;
  0     0       -1     0    128     0    0    0 0   armor3.3o        armor3.ani&lt;br /&gt;
  0     0       -1     0    124     0    0    0 0   helmet1.3o       helmet1.ani&lt;br /&gt;
  0     0       -1     0     0      0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0    102     0    0    0 0   life.3o&lt;br /&gt;
  0     0       -1     0    120     0    0    0 0   biglife.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   dummy.3o&lt;br /&gt;
  0     0       -1     0      0     0    0    0 0   mine.3o&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        WEAPONS DEFINITION                                     *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[WEAPONS]&lt;br /&gt;
8                ; RType, RldTm, YSh, RZ0, DAm, Limit, Start,   RCount&lt;br /&gt;
MODEL=ogun6.3o&lt;br /&gt;
STAT =ogun6.ani&lt;br /&gt;
SHOOT=ogatck.ani&lt;br /&gt;
                       3   86  32  180  20   120  25      1&lt;br /&gt;
MODEL=rif_h5.3o&lt;br /&gt;
STAT =rif_h2.ani&lt;br /&gt;
SHOOT=rif_h1f.ani&lt;br /&gt;
                      11  128  42  180  10   50   10      4&lt;br /&gt;
MODEL=v8h.3o&lt;br /&gt;
STAT =vstat7h.ani&lt;br /&gt;
SHOOT=vfire7h.ani&lt;br /&gt;
                       7   11  32  180  10  200   50      2&lt;br /&gt;
MODEL=disk.3o&lt;br /&gt;
STAT =dstat.ani&lt;br /&gt;
SHOOT=dattack.ani&lt;br /&gt;
                       0   26  15  440  20   50   20      1&lt;br /&gt;
MODEL=at3.3o&lt;br /&gt;
STAT =at1_stat.ani&lt;br /&gt;
SHOOT=at1_fire.ani&lt;br /&gt;
                       4   60  32  320  10   40   20      1&lt;br /&gt;
MODEL=gr4.3o&lt;br /&gt;
STAT =gr_stat.ani&lt;br /&gt;
SHOOT=gr_fire.ani&lt;br /&gt;
                      10  112  32  140   5   50    5      1&lt;br /&gt;
MODEL=mineh.3o&lt;br /&gt;
STAT =m_stat.ani&lt;br /&gt;
SHOOT=m_fire.ani&lt;br /&gt;
                       0  112  32  140   1   10    0      1&lt;br /&gt;
MODEL=md.3o&lt;br /&gt;
STAT =md_stat.ani&lt;br /&gt;
SHOOT=md_fire.ani&lt;br /&gt;
                      18  144  32  180   1   10    2      1&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        3D ROCKETS DEFINITION                                  *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[ROCKETS]&lt;br /&gt;
19 [BW  GF  Ard  CRd  Pwr (Rfl FBright Light Auto Auto2 Fast Smoke) ]&lt;br /&gt;
&lt;br /&gt;
  3d_MODEL  = disk.3o                  ;&lt;br /&gt;
  ANIMATION = weapon\disk.ani          ; Hero Golden Disk&lt;br /&gt;
   1    0   120  42   30   0 0 0 0 0 0 0   ; 0&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = axe.3o                   ; Axe&lt;br /&gt;
  ANIMATION = weapon\axe.ani           ; 1&lt;br /&gt;
   1    0   120  42   42   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sword.3o                 ; 2&lt;br /&gt;
  ANIMATION = weapon\sword.ani         ; Sceleton-Sword&lt;br /&gt;
   1    0   120  42   40   0 0 1 0 0 0 11  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 3&lt;br /&gt;
  ANIMATION =                          ; Shoot-Gun&lt;br /&gt;
   1    0    50  42   25   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrow.3o                 ; 4&lt;br /&gt;
  ANIMATION = weapon\arrow.ani         ; Arrow-Gun&lt;br /&gt;
   1    0   120  42   40   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = jdisk.3o                 ; 5&lt;br /&gt;
  ANIMATION = weapon\jdisk.ani         ; Joker&#039;s disk&lt;br /&gt;
   1    0   120  42   25   0 0 0 1 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = 3arow.3o                 ; 6&lt;br /&gt;
  ANIMATION = weapon\3arow_.ani        ; Wing-Man&lt;br /&gt;
   1    0   120  42   5    0 1 1 1 0 0 14   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 7&lt;br /&gt;
  ANIMATION =                          ; Volcano Bullet&lt;br /&gt;
   1    0    50  42   5    0 0 0 0 0 0 0    ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = ft_bomb.3o               ; 8&lt;br /&gt;
  ANIMATION = weapon\ft_bomb.ani       ; Faust Rocket&lt;br /&gt;
   2    0   320  42   100  0 0 1 1 0 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = arrowl.3o                ; 9&lt;br /&gt;
  ANIMATION = weapon\arrowl.ani        ; Laser&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = grenade.3o               ; 10&lt;br /&gt;
  ANIMATION = weapon\grenade.ani       ; Grenade&lt;br /&gt;
   2    0   424  42   100  0 0 1 0 0 0 18  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 11&lt;br /&gt;
  ANIMATION =                          ; Double-Barrel-Shot-Gun&lt;br /&gt;
   1    0    50  42   16   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  =                          ; 12&lt;br /&gt;
  ANIMATION =                          ; DeadMan Screem&lt;br /&gt;
   3    0    50  42   20   0 0 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 13&lt;br /&gt;
  ANIMATION =                          ; Photon&lt;br /&gt;
   1    0   120  42   20   0 1 1 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = photon.3o                ; 14&lt;br /&gt;
  ANIMATION =                          ; Photon Min&lt;br /&gt;
   1    0   120  42    5   0 1 0 0 0 0 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = gs_bomb.3o               ; 15&lt;br /&gt;
  ANIMATION = weapon\gs_bomb.ani       ; Gross&lt;br /&gt;
   1    1   120  42   25   1 0 0 0 0 1 0   ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = sx_bomb.3o               ; 16&lt;br /&gt;
  ANIMATION = weapon\sx_bomb.ani       ; Sphinx&lt;br /&gt;
   1    0   120  42   90   0 1 1 1 1 0 16  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = bat3.3o                  ; 17&lt;br /&gt;
  ANIMATION = weapon\bat3.ani          ; Phantom&lt;br /&gt;
   1    0   120  42   10   0 1 0 1 1 0 0  ;&lt;br /&gt;
                                      ===&lt;br /&gt;
  3d_MODEL  = md_bomb.3o               ; 18&lt;br /&gt;
  ANIMATION = weapon\md_bomb.ani       ; Mega Destroyer&lt;br /&gt;
   4    3   640  42  320   0 1 1 0 0 0 0   ;&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SEPARATE PARTS DEFINITION                              *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[GIBS]&lt;br /&gt;
71:         = gib1.3o&lt;br /&gt;
72:         = gib2.3o&lt;br /&gt;
73:         = gib3.3o&lt;br /&gt;
76:         = gib_s1.3o  s:74&lt;br /&gt;
75:         = gib_s2.3o&lt;br /&gt;
76:         = gib_t1.3o  s:75&lt;br /&gt;
77:         = gib_sp.3o  s:33&lt;br /&gt;
78:         = stone.3o   s:45&lt;br /&gt;
79:         = chip.3o&lt;br /&gt;
80:         = sf_01.3o   s:45&lt;br /&gt;
81:         = sf_02.3o   s:45&lt;br /&gt;
82:         = sf_03.3o   s:45&lt;br /&gt;
83:         = fragment.3o  s:45&lt;br /&gt;
84:         = gib_03.3o&lt;br /&gt;
#end&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        BMP BLOWS DEFINITION                                   *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[BLOWS]&lt;br /&gt;
19 ; GLASS,    HalfSize, Smooking, Looped, Gravity, Jump, LightOn, FileName&lt;br /&gt;
2  1 0 0 0 0 1 bullet.obj&lt;br /&gt;
2  1 0 0 1 1 1 s.obj&lt;br /&gt;
1  0 0 0 0 0 1 point.obj&lt;br /&gt;
1  1 0 1 1 1 1 glass.obj&lt;br /&gt;
0  0 1 1 1 1 0 wood.obj&lt;br /&gt;
2  1 0 0 1 1 0 blood.obj&lt;br /&gt;
2  1 0 1 1 1 0 bloodb.obj&lt;br /&gt;
0  0 1 1 1 1 0 bbarel.obj&lt;br /&gt;
77 0 0 0 0 0 1 exp.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke.obj&lt;br /&gt;
1  0 0 0 0 0 0 dust.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke2.obj&lt;br /&gt;
1  1 0 0 0 0 0 sm3.obj&lt;br /&gt;
1  1 1 0 1 0 1 point.obj&lt;br /&gt;
1  0 0 0 0 0 0 magic.obj&lt;br /&gt;
1  1 1 0 1 0 0 bloop.obj&lt;br /&gt;
1  0 0 0 0 0 0 smoke5.obj&lt;br /&gt;
1  1 0 0 1 0 0 spark.obj&lt;br /&gt;
4  1 0 0 0 0 0 gren.obj&lt;br /&gt;
&lt;br /&gt;
[BMP_OBJECTS]&lt;br /&gt;
2 [Light Glass  Half  Z  &amp;quot;FileName&amp;quot;]&lt;br /&gt;
      0     0    1    0 0 0 flamed.obj&lt;br /&gt;
      1     0    1    0 0 0 flamel.obj&lt;br /&gt;
&lt;br /&gt;
*****************************************************************&lt;br /&gt;
*                                                               *&lt;br /&gt;
*        SOUNDS DEFINITION                                      *&lt;br /&gt;
*                                                               *&lt;br /&gt;
*****************************************************************&lt;br /&gt;
&lt;br /&gt;
[SOUNDS]&lt;br /&gt;
 00: thunder     = thund0.raw&lt;br /&gt;
 01: Scr. Click  = scrclic.sfx&lt;br /&gt;
 02: MenuScrol   = 8menuscr.wav&lt;br /&gt;
 03: MenuOn      = menuent2.wav&lt;br /&gt;
 04: MenuCh      = 8menumov.wav&lt;br /&gt;
 05: MenuSelect  = 8menuesc.wav&lt;br /&gt;
 06: Ammo fall   = box_drop.wav&lt;br /&gt;
 07:             = meetexp.wav  V:96&lt;br /&gt;
 08: Drops       = 8drop.wav&lt;br /&gt;
 09: Bloop       = bloop.wav&lt;br /&gt;
 10: Wsteps      = watstep1.wav&lt;br /&gt;
 11:             = watshoot.wav  v:40&lt;br /&gt;
 12: Jump        = jump.wav      v:96&lt;br /&gt;
 13:             = jump_no.wav   v:96&lt;br /&gt;
 14: Step        = step01.raw&lt;br /&gt;
 15: StepRun     = step03.raw&lt;br /&gt;
 16:             =&lt;br /&gt;
 17: Teleporters = t_port1.wav&lt;br /&gt;
 18:             = t_port2.wav&lt;br /&gt;
 19:             = t_port4.wav&lt;br /&gt;
 20:*************=&lt;br /&gt;
 21: GunFire 1   = shoot1.wav&lt;br /&gt;
 22: GunFire 2   = rifle.wav&lt;br /&gt;
 23: GunFire 3   = riflecut.wav&lt;br /&gt;
 24: GunFire 4   = diskthrw.wav&lt;br /&gt;
 25: GunFire 5   = ua_arb2.raw&lt;br /&gt;
 26: GunFire 6   = grenade1.wav&lt;br /&gt;
 27:             =&lt;br /&gt;
 28:             = weapon8.wav    v:96&lt;br /&gt;
 29:*************=&lt;br /&gt;
 30:-hero-disk---= exp_met.wav&lt;br /&gt;
 31: axe         = exp_met.wav&lt;br /&gt;
 32: sword       = exp_arb2.wav&lt;br /&gt;
 33: bull        =&lt;br /&gt;
 34: arrow       = exp_arb2.wav&lt;br /&gt;
 35: j.disk      = exp_met.wav&lt;br /&gt;
 36: arrow3      = exp_arb2.wav&lt;br /&gt;
 37: vulcano     =&lt;br /&gt;
 38: f.rock      = explode5.wav   v:96&lt;br /&gt;
 39  laser       =&lt;br /&gt;
 40:             = explode5.wav&lt;br /&gt;
 41:             =&lt;br /&gt;
 42:             =&lt;br /&gt;
 43:             = photon_d.wav  v:48&lt;br /&gt;
 44:             = photon_d.wav  v:48&lt;br /&gt;
 45:             = g_stone.wav   v:32&lt;br /&gt;
 46:             = explode5.wav&lt;br /&gt;
 47:             = phbathit.wav&lt;br /&gt;
 48:             = elight.wav    v:96&lt;br /&gt;
 49:             =&lt;br /&gt;
 50:*************=&lt;br /&gt;
 51: Get Weapon  = weapon\berd_on.wav&lt;br /&gt;
 52:             = weapon\sgun_on.wav&lt;br /&gt;
 53:             = weapon\volc_on.wav&lt;br /&gt;
 54:             = weapon\pilb_on.wav&lt;br /&gt;
 55:             = weapon\arba_on.wav&lt;br /&gt;
 56:             = weapon\gren_on.wav&lt;br /&gt;
 57:             = weapon\gren_on.wav&lt;br /&gt;
 58:             = weapon\mega_on.wav v:96&lt;br /&gt;
 59:*************=&lt;br /&gt;
 60: Item Up     = itemup.wav&lt;br /&gt;
 61: Message     = text2.wav&lt;br /&gt;
 62: Health      = itemup2.wav&lt;br /&gt;
 63: GetKey      = acard.wav&lt;br /&gt;
 64:             =&lt;br /&gt;
 65:             =&lt;br /&gt;
 66:             =&lt;br /&gt;
 67: Switch      = doorknob.pcm&lt;br /&gt;
 68: BreakGlass. = glass1.raw&lt;br /&gt;
 69: .         . = glass2.raw&lt;br /&gt;
 70: ........... = glass3.wav&lt;br /&gt;
 71: Explode     = exp3_1.pcm&lt;br /&gt;
 72: MineOn      = mineon.wav&lt;br /&gt;
 73: MeetFall    = meetfall.wav v:14&lt;br /&gt;
 74: Metal F     = sfall.wav&lt;br /&gt;
 75: HevyMetal   = bounce.wav   v:32&lt;br /&gt;
 76:             = 8menumov.wav v:90&lt;br /&gt;
 77:             =&lt;br /&gt;
 78: Rick01      = rick002.wav  v:40&lt;br /&gt;
 79: Rick02      = rick003.wav  v:40&lt;br /&gt;
[SOUNDS_END]&lt;br /&gt;
&lt;br /&gt;
END.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12379</id>
		<title>BIN Format (Chasm: The Rift)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12379"/>
		<updated>2025-06-18T19:47:49Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* DOS mod file structure */  Added BMP folder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535 {{TODO|test/confirm}}&lt;br /&gt;
 | FAT = Beginning&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Archive header and TOC ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][4] || id || Archive ID string.  Must be &amp;quot;CSid&amp;quot; string (not null-terminated)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT16LE]] || count || Number of files in the archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately after the header is &amp;lt;tt&amp;gt;count&amp;lt;/tt&amp;gt; records of the TOC data:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] || length || File name length&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][12] || name || File name (only &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; chars used)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || size || File size&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || offs || File offset (absolute)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that TOC actually larger (filled with zeros) and has room for the 2048 records.&lt;br /&gt;
Also note that length+name - it&#039;s string type for Borland Pascal (Chasm is written in it). {{TODO|Is TOC somehow limited to 2048 items in total?}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Notes and comments ==&lt;br /&gt;
&lt;br /&gt;
Archive TOC contains only filenames. Because of that you can extract files from &amp;quot;CSM.BIN&amp;quot; to &amp;quot;CHASMDAT&amp;quot; folder and move out, rename or delete &amp;quot;CSM.BIN&amp;quot; (this forces game to use extracted files), but you MUST restore appropriate original path. For example file &amp;quot;LOADING.CEL&amp;quot; from the &amp;quot;CSM.BIN&amp;quot; must be saved as &amp;quot;CHASMDAT\COMMON\LOADING.CEL&amp;quot; in the game folder. See the file structure from the game addon folder.&lt;br /&gt;
&lt;br /&gt;
Please note that this archive structure (since every different files in the game has it&#039;s uniquie name) allow to eleminate duplicates - for example in the game addon there are two exactly the same files:&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL02\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL03\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
But inside the game archive this will be only one file - &amp;quot;SWITCH5.WAV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==DOS mod file structure==&lt;br /&gt;
The DOS folder structure is not fully known for mods yet. However, the below details what is understood to work presently.&lt;br /&gt;
&lt;br /&gt;
(Note that LEVELXX represents a level number, eg LEVEL01, LEVEL02, LEVEL03 etc).&lt;br /&gt;
Cutscene files are placed into LEVEL99 if required.&lt;br /&gt;
&lt;br /&gt;
 USERMAP&lt;br /&gt;
    &amp;gt; ANI&lt;br /&gt;
      \----&amp;gt; BLOW&lt;br /&gt;
       |---&amp;gt; WEAPON&lt;br /&gt;
    &amp;gt; BMP&lt;br /&gt;
    &amp;gt; CARACTER&lt;br /&gt;
    &amp;gt; COMMON&lt;br /&gt;
    &amp;gt; LEVELXX&lt;br /&gt;
      \----&amp;gt; 3D&lt;br /&gt;
       |---&amp;gt; AMB&lt;br /&gt;
       |---&amp;gt; ANI&lt;br /&gt;
       |---&amp;gt; GFX&lt;br /&gt;
       |---&amp;gt; SOUND&lt;br /&gt;
    &amp;gt; MODELS&lt;br /&gt;
&lt;br /&gt;
Although the above structure is used for the 3 Level Expansion Pack, it appears that user made mods work slightly differently.&lt;br /&gt;
&lt;br /&gt;
As an example, for a custom weapon: The weapon&#039;s 3O file goes into MODELS, and the weapon&#039;s ANI files (both stationary and attack ANI files) go directly into ANI.&lt;br /&gt;
&lt;br /&gt;
Custom OBJ files (Chasm sprites) should be placed into BMP.&lt;br /&gt;
&lt;br /&gt;
==(2022 Remaster) BIN file structure==&lt;br /&gt;
Below is the BIN file structure used for the 2022 Remaster version of [[Chasm:_The_Rift|Chasm: The Rift]]. For modding purposes, your mod&#039;s .bin file should follow the same structure per the tree below. Any files that are missing will be taken from Chasm&#039;s main csm.bin file as required. Note that the 2022 Remaster uses uncompressed .tar archives which have been manually renamed to the .bin extension. This means that you can create/extract 2022 Remaster .bin files using popular archiving software such as 7Zip.&lt;br /&gt;
&lt;br /&gt;
 csm.bin&lt;br /&gt;
    &amp;gt; fonts&lt;br /&gt;
    &amp;gt; localization&lt;br /&gt;
      \----&amp;gt; Brazilian Portuguese&lt;br /&gt;
       |---&amp;gt; Chinese Simplified&lt;br /&gt;
       |---&amp;gt; Chinese Traditional&lt;br /&gt;
       |---&amp;gt; French&lt;br /&gt;
       |---&amp;gt; German&lt;br /&gt;
       |---&amp;gt; Italian&lt;br /&gt;
       |---&amp;gt; Japanese&lt;br /&gt;
       |---&amp;gt; Korean&lt;br /&gt;
       |---&amp;gt; Polish&lt;br /&gt;
       |---&amp;gt; Russian&lt;br /&gt;
       |---&amp;gt; Spanish&lt;br /&gt;
       |---&amp;gt; Ukranian&lt;br /&gt;
    &amp;gt; map&lt;br /&gt;
    &amp;gt; model&lt;br /&gt;
    &amp;gt; monster&lt;br /&gt;
    &amp;gt; music&lt;br /&gt;
    &amp;gt; sound&lt;br /&gt;
    &amp;gt; sound_new&lt;br /&gt;
    &amp;gt; sprite_effects&lt;br /&gt;
    &amp;gt; texture&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12378</id>
		<title>BIN Format (Chasm: The Rift)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12378"/>
		<updated>2025-06-18T18:41:20Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added DOS file structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535 {{TODO|test/confirm}}&lt;br /&gt;
 | FAT = Beginning&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Archive header and TOC ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][4] || id || Archive ID string.  Must be &amp;quot;CSid&amp;quot; string (not null-terminated)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT16LE]] || count || Number of files in the archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately after the header is &amp;lt;tt&amp;gt;count&amp;lt;/tt&amp;gt; records of the TOC data:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] || length || File name length&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][12] || name || File name (only &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; chars used)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || size || File size&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || offs || File offset (absolute)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that TOC actually larger (filled with zeros) and has room for the 2048 records.&lt;br /&gt;
Also note that length+name - it&#039;s string type for Borland Pascal (Chasm is written in it). {{TODO|Is TOC somehow limited to 2048 items in total?}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Notes and comments ==&lt;br /&gt;
&lt;br /&gt;
Archive TOC contains only filenames. Because of that you can extract files from &amp;quot;CSM.BIN&amp;quot; to &amp;quot;CHASMDAT&amp;quot; folder and move out, rename or delete &amp;quot;CSM.BIN&amp;quot; (this forces game to use extracted files), but you MUST restore appropriate original path. For example file &amp;quot;LOADING.CEL&amp;quot; from the &amp;quot;CSM.BIN&amp;quot; must be saved as &amp;quot;CHASMDAT\COMMON\LOADING.CEL&amp;quot; in the game folder. See the file structure from the game addon folder.&lt;br /&gt;
&lt;br /&gt;
Please note that this archive structure (since every different files in the game has it&#039;s uniquie name) allow to eleminate duplicates - for example in the game addon there are two exactly the same files:&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL02\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL03\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
But inside the game archive this will be only one file - &amp;quot;SWITCH5.WAV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==DOS mod file structure==&lt;br /&gt;
The DOS folder structure is not fully known for mods yet. However, the below details what is understood to work presently.&lt;br /&gt;
&lt;br /&gt;
(Note that LEVELXX represents a level number, eg LEVEL01, LEVEL02, LEVEL03 etc).&lt;br /&gt;
Cutscene files are placed into LEVEL99 if required.&lt;br /&gt;
&lt;br /&gt;
 USERMAP&lt;br /&gt;
    &amp;gt; ANI&lt;br /&gt;
      \----&amp;gt; BLOW&lt;br /&gt;
       |---&amp;gt; WEAPON&lt;br /&gt;
    &amp;gt; CARACTER&lt;br /&gt;
    &amp;gt; COMMON&lt;br /&gt;
    &amp;gt; LEVELXX&lt;br /&gt;
      \----&amp;gt; 3D&lt;br /&gt;
       |---&amp;gt; AMB&lt;br /&gt;
       |---&amp;gt; ANI&lt;br /&gt;
       |---&amp;gt; GFX&lt;br /&gt;
       |---&amp;gt; SOUND&lt;br /&gt;
    &amp;gt; MODELS&lt;br /&gt;
&lt;br /&gt;
Although the above structure is used for the 3 Level Expansion Pack, it appears that user made mods work slightly differently.&lt;br /&gt;
&lt;br /&gt;
As an example, for a custom weapon: The weapon&#039;s 3O file goes into MODELS, and the weapon&#039;s ANI files (both stationary and attack ANI files) go directly into ANI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==(2022 Remaster) BIN file structure==&lt;br /&gt;
Below is the BIN file structure used for the 2022 Remaster version of [[Chasm:_The_Rift|Chasm: The Rift]]. For modding purposes, your mod&#039;s .bin file should follow the same structure per the tree below. Any files that are missing will be taken from Chasm&#039;s main csm.bin file as required. Note that the 2022 Remaster uses uncompressed .tar archives which have been manually renamed to the .bin extension. This means that you can create/extract 2022 Remaster .bin files using popular archiving software such as 7Zip.&lt;br /&gt;
&lt;br /&gt;
 csm.bin&lt;br /&gt;
    &amp;gt; fonts&lt;br /&gt;
    &amp;gt; localization&lt;br /&gt;
      \----&amp;gt; Brazilian Portuguese&lt;br /&gt;
       |---&amp;gt; Chinese Simplified&lt;br /&gt;
       |---&amp;gt; Chinese Traditional&lt;br /&gt;
       |---&amp;gt; French&lt;br /&gt;
       |---&amp;gt; German&lt;br /&gt;
       |---&amp;gt; Italian&lt;br /&gt;
       |---&amp;gt; Japanese&lt;br /&gt;
       |---&amp;gt; Korean&lt;br /&gt;
       |---&amp;gt; Polish&lt;br /&gt;
       |---&amp;gt; Russian&lt;br /&gt;
       |---&amp;gt; Spanish&lt;br /&gt;
       |---&amp;gt; Ukranian&lt;br /&gt;
    &amp;gt; map&lt;br /&gt;
    &amp;gt; model&lt;br /&gt;
    &amp;gt; monster&lt;br /&gt;
    &amp;gt; music&lt;br /&gt;
    &amp;gt; sound&lt;br /&gt;
    &amp;gt; sound_new&lt;br /&gt;
    &amp;gt; sprite_effects&lt;br /&gt;
    &amp;gt; texture&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12377</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12377"/>
		<updated>2025-06-18T15:16:52Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: .ANI frames definitions fixed, made link to Ogg Vorbis (wikipedia), Description for Chasm Modding Toolkit Package has been updated from &amp;quot;REMAKE&amp;quot; to &amp;quot;2022 Remaster&amp;quot; to fit wording used in rest of article and to maintain accuracy on said version of game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Modded = Mod-Chasm- The Rift.png&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm: The Rift)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[wikipedia:FLAC|FLAC (Free Lossless Audio Codec)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = [[wikipedia:GlTF|glTF (Graphics Library Transmission Format)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = [[wikipedia:PNG|PNG (Portable Network Graphics)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[wikipedia:TrueType|TrueType Font]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
==Source Ports and Reimplementations==&lt;br /&gt;
===DOS===&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
===2022 Remaster===&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
===PanzerChasm===&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
==Modding Tools==&lt;br /&gt;
===Chasm Modding Toolkit Package===&lt;br /&gt;
[https://www.moddb.com/games/chasm-the-rift/downloads/chasm-modding-toolkit-package Chasm Modding Toolkit Package] is a comprehensive Windows package for customizing and modding game assets for both DOS and 2022 Remaster version of Chasm the Rift. It supports CAR, OBJ, CEL and SPR formats for models, sprites, textures, animations and many more. You can extract, replace and preview textures, edit palettes, import/export audio, generate skyboxes and cube maps, and view assets with dedicated GUI or CLI tools.&lt;br /&gt;
===AwesomeChasm===&lt;br /&gt;
[https://www.github.com/jopadan/AwesomeChasm AwesomeChasm] is a Chasm: The Rift URL collection with 3D Format documentation.&lt;br /&gt;
&lt;br /&gt;
==DOS Specifics==&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Wall textures are of a .CEL format which is an &#039;&#039;Autodesk Animator&#039;&#039; file type. They conform to the Chasm color palette (which can be obtained [https://web.archive.org/web/20150120005440/http://www.angelfire.com/games6/chasm/transformers_files.htm here]).&lt;br /&gt;
&lt;br /&gt;
Textures are 64px or 128px in length and are always 128px in height. A pink color is used for transparency.&lt;br /&gt;
&lt;br /&gt;
The [https://github.com/AnimatorPro Autodesk Animator Pro] source code was released by the author and can be downloaded and compiled if desired.&lt;br /&gt;
&lt;br /&gt;
[https://www.nyam.pe.kr/dev/imagine/ Imagine], by Sejin Chun, is free software which allows application of color palettes, as well as conversion to and from the .CEL format. This makes it an ideal tool for modding for Chasm: The Rift.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
==2022 Remaster Specifics==&lt;br /&gt;
&lt;br /&gt;
===Archive and Addons===&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
Addons can be played using the launch parameter of &#039;&#039;&#039;--addon xxxx&#039;&#039;&#039; (where xxxx is the name of the addon&#039;s .bin file, without the bin extension. e.g: &#039;&#039;&#039;--addon mymod&#039;&#039;&#039; would launch mymod.bin). It is possible to append this further with &#039;&#039;&#039;--modding&#039;&#039;&#039; (e.g: --addon xxxx --modding).&lt;br /&gt;
&lt;br /&gt;
The --modding parameter unlocks additional functionality which is useful for testing:&lt;br /&gt;
* &amp;quot;noclip&amp;quot; command available&lt;br /&gt;
* &amp;quot;go&amp;quot; command allows access to map 99&lt;br /&gt;
* &amp;quot;chojin&amp;quot; command not only provides invulnerability, but also restores ammo&lt;br /&gt;
* Pressing &amp;quot;M&amp;quot; toggles Monster animation on/off&lt;br /&gt;
* Pressing &amp;quot;N&amp;quot; toggles on-screen debug information&lt;br /&gt;
* Additional options in the menu are accessible, including movement speed, draw distance etc&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The 2022 Remaster uses .FLAC (Free Lossless Audio Codec) files for music audio. However, it is not limited to this format specifically. The game can also use:&lt;br /&gt;
* [[wikipedia:FLAC|.flac]]&lt;br /&gt;
* [[wikipedia:Vorbis|.ogg]]&lt;br /&gt;
* [[WAV Format|.wav]]&lt;br /&gt;
&lt;br /&gt;
Although the game can use .ogg and .wav audio files, they must be manually renamed with a .flac extension (even if the data within the file is not .flac formatted). These files must be placed inside your mod&#039;s .bin file within the &#039;Music&#039; folder. Additionally, they must be named as trackxx.flac (where xx represents a number, e.g track01.flac).&lt;br /&gt;
&lt;br /&gt;
A map&#039;s [[RESOURCE (Chasm)|RESOURCE.XX]] file tells the game which music track to play.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Wall .CEL textures are converted and appended to .PNG at runtime. The texture keeps it&#039;s previous full file name plus the appended .PNG extension. For example, TEXTURE.CEL becomes TEXTURE.CEL.PNG.&lt;br /&gt;
It&#039;s therefore possible to make texture swaps or up-scales in the Remastered version of the game by renaming the texture file as such and including it in the &#039;texture&#039; folder in your mod&#039;s .bin file. The game will use the .PNG file included in your .bin file if found, otherwise will fall-back to the texture file in the base game archive.&lt;br /&gt;
&lt;br /&gt;
The same approach is used for Chasm&#039;s .3O files. In the DOS version, the texture is baked into the .3O file. However, this can be replaced in the 2022 Remaster by adding a PNG file renamed as MODEL.3O.PNG. into the &#039;model&#039; folder in your mod&#039;s .bin file.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
Like textures, models are converted at runtime. Models (including .3O and .CAR) are converted to .GLTF. Custom .GLTF files should be placed into the appropriate folder for use in mods (&#039;model&#039; folder for static models, &#039;monster&#039; folder for enemy actors).&lt;br /&gt;
.3O files are appended to MODEL.3O.GLTF and .CAR files are appended to MONSTER.CAR.GLTF.&lt;br /&gt;
&lt;br /&gt;
Whereas the DOS version uses .ANI files which appear to include some kind of animation, the 2022 Remaster includes .ANI files as plain text which work in tandem with the related .GLTF file. Static .GLTF files do not require a .ANI counterpart, but one can be used if desired.&lt;br /&gt;
&lt;br /&gt;
The .ANI file should have the same filename as the .GLTF it is referencing. (eg, SCARYMONSTER.GLTF and SCARYMONSTER.ANI).&lt;br /&gt;
&lt;br /&gt;
This plain text file determines the frames of animation used.&lt;br /&gt;
&lt;br /&gt;
The .ANI file uses three integers in the following order: Anim-Number, Start-Frame, No-Of-Frames&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
0 0 2&lt;br /&gt;
&lt;br /&gt;
1 2 11&lt;br /&gt;
&lt;br /&gt;
2 13 15&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above example, 3 animations are defined. Animation 0, Animation 1 and Animation 2.&lt;br /&gt;
&lt;br /&gt;
Animation 0 starts at Frame 0 and plays for 2 frames.&lt;br /&gt;
&lt;br /&gt;
Animation 2 starts at Frame 2 and plays for 11 frames.&lt;br /&gt;
&lt;br /&gt;
Animation 3 starts at Frame 13 and plays for 15 frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to note that certain models can utilise only certain animation numbers:&lt;br /&gt;
* Static 3D Objects: No .ANI file required (or Animation 0 with start and end frames of 0 only).&lt;br /&gt;
* Weapons: Animation 1 is Idle, Animation 2 is Firing, Animation 3 is Reloading.&lt;br /&gt;
* Dismembered Limbs/Sepparts: Animation 1 is rotation, Animation 2 is landing.&lt;br /&gt;
* Monsters: Animation 0 is moving, Animation 2 is Idle, Animation 3 is second Idle, Animation 4 is third Idle, Animation 5 is Firing, Animation 6 is Left-Hand Punch, Animation 7 is Right-Hand Punch, Animation 8 is Headbutt, Animation 9 is Pain, Animation 10 is second Pain, Animation 11 is Right-Hand Dismember, Animation 12 is Left-Hand Dismember, Animation 13 is Head Dismember, Animation 14 is Respawn, Animation 15 is Celebrate (after killing aggressor), Animation 16 is Death, Animation 17 is second Death.&lt;br /&gt;
&lt;br /&gt;
Additional notes on Monster animations:&lt;br /&gt;
* If animations 0, 2, 16 are missing then the monster will not work.&lt;br /&gt;
* If animation 5 is missing, then the monster cannot Fire projectiles.&lt;br /&gt;
* If animation 6, 7, 8 are missing then the monster cannot Melee attack.&lt;br /&gt;
* If animation 11, 12, 13 are missing then the monster cannot be dismembered.&lt;br /&gt;
&lt;br /&gt;
Collision low and high points are determined from the lowest and highest geometry points in the first keyframe. For example, if you had a tall monster that shrinks down in animation, the collision heights will remain as those from the first frame, so although the monster has shrunk, it&#039;s hitbox will remain the same size as its first frame. Likewise, if you had a monster that grows in size, its hitbox will remain small rather than growing larger.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12257</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12257"/>
		<updated>2025-05-01T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added detail on 2022 Remaster Textures and Models&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Modded = Mod-Chasm- The Rift.png&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[wikipedia:FLAC|FLAC (Free Lossless Audio Codec)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = [[wikipedia:GlTF|glTF (Graphics Library Transmission Format)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = [[wikipedia:PNG|PNG (Portable Network Graphics)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[wikipedia:TrueType|TrueType Font]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
==Source Ports and Reimplementations==&lt;br /&gt;
===DOS===&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
===2022 Remaster===&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
===PanzerChasm===&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
==DOS Specifics==&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Wall textures are of a .CEL format which is an &#039;&#039;Autodesk Animator&#039;&#039; file type. They conform to the Chasm color palette (which can be obtained [https://web.archive.org/web/20150120005440/http://www.angelfire.com/games6/chasm/transformers_files.htm here]).&lt;br /&gt;
&lt;br /&gt;
Textures are 64px or 128px in length and are always 128px in height. A pink color is used for transparency.&lt;br /&gt;
&lt;br /&gt;
The [https://github.com/AnimatorPro Autodesk Animator Pro] source code was released by the author and can be downloaded and compiled if desired.&lt;br /&gt;
&lt;br /&gt;
[https://www.nyam.pe.kr/dev/imagine/ Imagine], by Sejin Chun, is free software which allows application of color palettes, as well as conversion to and from the .CEL format. This makes it an ideal tool for modding for Chasm: The Rift.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
==2022 Remaster Specifics==&lt;br /&gt;
&lt;br /&gt;
===Archive and Addons===&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
Addons can be played using the launch parameter of &#039;&#039;&#039;--addon xxxx&#039;&#039;&#039; (where xxxx is the name of the addon&#039;s .bin file, without the bin extension. e.g: &#039;&#039;&#039;--addon mymod&#039;&#039;&#039; would launch mymod.bin). It is possible to append this further with &#039;&#039;&#039;--modding&#039;&#039;&#039; (e.g: --addon xxxx --modding).&lt;br /&gt;
&lt;br /&gt;
The --modding parameter unlocks additional functionality which is useful for testing:&lt;br /&gt;
* &amp;quot;noclip&amp;quot; command available&lt;br /&gt;
* &amp;quot;go&amp;quot; command allows access to map 99&lt;br /&gt;
* &amp;quot;chojin&amp;quot; command not only provides invulnerability, but also restores ammo&lt;br /&gt;
* Pressing &amp;quot;M&amp;quot; toggles Monster animation on/off&lt;br /&gt;
* Pressing &amp;quot;N&amp;quot; toggles on-screen debug information&lt;br /&gt;
* Additional options in the menu are accessible, including movement speed, draw distance etc&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The 2022 Remaster uses .FLAC (Free Lossless Audio Codec) files for music audio. However, it is not limited to this format specifically. The game can also use:&lt;br /&gt;
* .flac&lt;br /&gt;
* [[OGG Format|.ogg]]&lt;br /&gt;
* [[WAV Format|.wav]]&lt;br /&gt;
&lt;br /&gt;
Although the game can use .ogg and .wav audio files, they must be manually renamed with a .flac extension (even if the data within the file is not .flac formatted). These files must be placed inside your mod&#039;s .bin file within the &#039;Music&#039; folder. Additionally, they must be named as trackxx.flac (where xx represents a number, e.g track01.flac).&lt;br /&gt;
&lt;br /&gt;
A map&#039;s [[RESOURCE (Chasm)|RESOURCE.XX]] file tells the game which music track to play.&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Wall .CEL textures are converted and appended to .PNG at runtime. The texture keeps it&#039;s previous full file name plus the appended .PNG extension. For example, TEXTURE.CEL becomes TEXTURE.CEL.PNG.&lt;br /&gt;
It&#039;s therefore possible to make texture swaps or up-scales in the Remastered version of the game by renaming the texture file as such and including it in the &#039;texture&#039; folder in your mod&#039;s .bin file. The game will use the .PNG file included in your .bin file if found, otherwise will fall-back to the texture file in the base game archive.&lt;br /&gt;
&lt;br /&gt;
The same approach is used for Chasm&#039;s .3O files. In the DOS version, the texture is baked into the .3O file. However, this can be replaced in the 2022 Remaster by adding a PNG file renamed as MODEL.3O.PNG. into the &#039;model&#039; folder in your mod&#039;s .bin file.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
Like textures, models are converted at runtime. Models (including .3O and .CAR) are converted to .GLTF. Custom .GLTF files should be placed into the appropriate folder for use in mods (&#039;model&#039; folder for static models, &#039;monster&#039; folder for enemy actors).&lt;br /&gt;
.3O files are appended to MODEL.3O.GLTF and .CAR files are appended to MONSTER.CAR.GLTF.&lt;br /&gt;
&lt;br /&gt;
Whereas the DOS version uses .ANI files which appear to include some kind of animation, the 2022 Remaster includes .ANI files as plain text which work in tandem with the related .GLTF file. Static .GLTF files do not require a .ANI counterpart, but one can be used if desired.&lt;br /&gt;
&lt;br /&gt;
The .ANI file should have the same filename as the .GLTF it is referencing. (eg, SCARYMONSTER.GLTF and SCARYMONSTER.ANI).&lt;br /&gt;
&lt;br /&gt;
This plain text file determines the frames of animation used.&lt;br /&gt;
&lt;br /&gt;
The .ANI file uses three integers in the following order: Anim-Number, Start-Frame, End-Frame&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
0 0 2&lt;br /&gt;
&lt;br /&gt;
1 2 11&lt;br /&gt;
&lt;br /&gt;
2 11 15&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above example, 3 animations are defined. Animation 0, Animation 1 and Animation 2.&lt;br /&gt;
&lt;br /&gt;
Animation 0 starts at Frame 0 and ends on Frame 2.&lt;br /&gt;
&lt;br /&gt;
Animation 2 starts at Frame 2 and ends on Frame 11.&lt;br /&gt;
&lt;br /&gt;
Animation 3 starts at Frame 11 and ends on Frame 15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to note that certain models can utilise only certain animation numbers:&lt;br /&gt;
* Static 3D Objects: No .ANI file required (or Animation 0 with start and end frames of 0 only).&lt;br /&gt;
* Weapons: Animation 1 is Idle, Animation 2 is Firing, Animation 3 is Reloading.&lt;br /&gt;
* Dismembered Limbs/Sepparts: Animation 1 is rotation, Animation 2 is landing.&lt;br /&gt;
* Monsters: Animation 0 is moving, Animation 2 is Idle, Animation 3 is second Idle, Animation 4 is third Idle, Animation 5 is Firing, Animation 6 is Left-Hand Punch, Animation 7 is Right-Hand Punch, Animation 8 is Headbutt, Animation 9 is Pain, Animation 10 is second Pain, Animation 11 is Right-Hand Dismember, Animation 12 is Left-Hand Dismember, Animation 13 is Head Dismember, Animation 14 is Respawn, Animation 15 is Celebrate (after killing aggressor), Animation 16 is Death, Animation 17 is second Death.&lt;br /&gt;
&lt;br /&gt;
Additional notes on Monster animations:&lt;br /&gt;
* If animations 0, 2, 16 are missing then the monster will not work.&lt;br /&gt;
* If animation 5 is missing, then the monster cannot Fire projectiles.&lt;br /&gt;
* If animation 6, 7, 8 are missing then the monster cannot Melee attack.&lt;br /&gt;
* If animation 11, 12, 13 are missing then the monster cannot be dismembered.&lt;br /&gt;
&lt;br /&gt;
Collision low and high points are determined from the lowest and highest geometry points in the first keyframe. For example, if you had a tall monster that shrinks down in animation, the collision heights will remain as those from the first frame, so although the monster has shrunk, it&#039;s hitbox will remain the same size as its first frame. Likewise, if you had a monster that grows in size, its hitbox will remain small rather than growing larger.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=3O_Format_(Chasm:_The_Rift)&amp;diff=12253</id>
		<title>3O Format (Chasm: The Rift)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=3O_Format_(Chasm:_The_Rift)&amp;diff=12253"/>
		<updated>2025-04-22T06:23:49Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added Software section and a link to Noesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3D Model Infobox&lt;br /&gt;
 | Type = Polygon&lt;br /&gt;
 | MaxPolygons = 400 &lt;br /&gt;
 | MaxVertices = 938&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;3O Format&#039;&#039;&#039; is used by [[Chasm: The Rift]] to store most of the game&#039;s 3D objects, such as scenery and collectible items.  Monsters and the player use the more complicated [[CAR Format]] instead.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Figure out flags and animation.  Animations seem to require a separate .ANI file to be associated with the object.}}&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t any headers, footers or &amp;quot;magic number&amp;quot; in this format.  There are, however, some values sandwiched between the vertex and skin data that one might expect to appear in a header instead.&lt;br /&gt;
&lt;br /&gt;
The data in the 3O is divided into three distinct sections, which appear at fixed positions in the file, and only the skin data is allowed to vary in length.    Unused entries in the polygon and vertex arrays are generally filled with junk data.&lt;br /&gt;
&lt;br /&gt;
Based on the amount of space alloted to the arrays, the upper limit of the format ought to be 938 vertices and 400 polygons.&lt;br /&gt;
&lt;br /&gt;
Skins are always 64 pixels wide.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000 || Array || Polygon array.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3200 || Array || Vertex array.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4800 || [[UINT16LE]] || Number of valid vertex entries.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4802 || [[UINT16LE]] || Number of valid polygon entries.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4804 || [[UINT16LE]] || Skin height&lt;br /&gt;
|-&lt;br /&gt;
| 0x4806 || 64 &amp;amp;times; skin height array of [[UINT8]] || Skin image, each byte defines a pixel by palette index&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polygon definition ===&lt;br /&gt;
This format uses quads, rather than triangles.  Each polygon uses 32 bytes.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relative position !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || [[UINT16LE]] || Index of first vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || [[UINT16LE]] || Index of second vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || [[UINT16LE]] || Index of third vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || [[UINT16LE]] || Index of fourth vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || [[UINT16LE]] || U coordinate of first vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || [[UINT16LE]] || V coordinate of first vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || [[UINT16LE]] || U coordinate of second vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || [[UINT16LE]] || V coordinate of second vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || [[UINT16LE]] || U coordinate of third vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || [[UINT16LE]] || V coordinate of third vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || [[UINT16LE]] || U coordinate of fourth vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || [[UINT16LE]] || V coordinate of fourth vertex&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Four bytes  || {{TODO|Unknown, always zero?  May be filler.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || Byte || {{TODO|Usually 0x01, but sometimes 0x02, 0x03 etc.  May be a grouping mechanism of sorts?  Changing the value doesn&#039;t seem to have an effect on non-animated objects.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1D || [[UINT8]] || Bit properties.&lt;br /&gt;
* bit 0: Draw from both sides (normally the back of the poly is invisible)&lt;br /&gt;
* bit 1: ?&lt;br /&gt;
* bit 2: Translucent poly&lt;br /&gt;
* bit 3: Translucent poly (More visible than bit 2 version. Setting both seems to result in neither.)&lt;br /&gt;
* bit 4: ?  {{TODO|Seems like it might be set on objects that can block/be stood on, but toggling the bit doesn&#039;t affect them functioning as such.}}&lt;br /&gt;
* bit 5: Invisible poly?&lt;br /&gt;
* bit 6: Invisible poly?&lt;br /&gt;
* bit 7: Invisible poly?&lt;br /&gt;
{{TODO|What do the other bits do?  What&#039;s the deal with the high bits making the poly invisible?}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1E || [[INT16LE]] || Appears to be a UV mapping offset, value added to the V coordinates.&lt;br /&gt;
If this directs the mapping outside of the skin data, other data may appear on the model as a skin, causing a garbled appearance.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vertex definition ===&lt;br /&gt;
Each vertex in the array uses 6 bytes.&lt;br /&gt;
The first two coordinates position the vertex on the horizontal axes, while the third is the vertical position.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relative position !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || [[INT16LE]] || X coordinate (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || [[INT16LE]] || Y coordinate (signed)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || [[INT16LE]] || Z coordinate (signed)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Early version ==&lt;br /&gt;
&lt;br /&gt;
The Chasm Demo Test v1.02 (Entering Shadow Zone) uses an earlier version of the format.  It is almost identical, but there are two important differences:&lt;br /&gt;
&lt;br /&gt;
* The polygon array reserves space for 300 polys (100 fewer than the full version).  Vertex array therefore begins at 0x2580.&lt;br /&gt;
* While not related to the 3O format per se, this version has a slightly different palette.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is possible to get a bare-bones readable conversion between the two formats by adding/truncating entries in the file&#039;s polygon array, but a GOOD conversion will also require fixing the skin graphic to account for the palette differences.&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
[https://richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showproject=91 Noesis] is a free tool created by &#039;Rich Whitehouse&#039;. Noesis provides the ability to view 3O files and even export them as different file types. Unfortunately, however, it does not yet allow the option of converting other formats to the 3O type.  &lt;br /&gt;
&lt;br /&gt;
It is a useful tool for quickly checking model files and deciding which ones you wish to include in your project&#039;s [[RESOURCE (Chasm)|RESOURCE.xx]] file.&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12252</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12252"/>
		<updated>2025-04-20T06:09:40Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* DOS Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Modded = Mod-Chasm- The Rift.png&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[wikipedia:FLAC|FLAC (Free Lossless Audio Codec)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = [[wikipedia:GlTF|glTF (Graphics Library Transmission Format)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = [[wikipedia:PNG|PNG (Portable Network Graphics)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[wikipedia:TrueType|TrueType Font]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
==Source Ports and Reimplementations==&lt;br /&gt;
===DOS===&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
===2022 Remaster===&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
===PanzerChasm===&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
==DOS Specifics==&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Wall textures are of a .CEL format which is an &#039;&#039;Autodesk Animator&#039;&#039; file type. They conform to the Chasm color palette (which can be obtained [https://web.archive.org/web/20150120005440/http://www.angelfire.com/games6/chasm/transformers_files.htm here]).&lt;br /&gt;
&lt;br /&gt;
Textures are 64px or 128px in length and are always 128px in height. A pink color is used for transparency.&lt;br /&gt;
&lt;br /&gt;
The [https://github.com/AnimatorPro Autodesk Animator Pro] source code was released by the author and can be downloaded and compiled if desired.&lt;br /&gt;
&lt;br /&gt;
[https://www.nyam.pe.kr/dev/imagine/ Imagine], by Sejin Chun, is free software which allows application of color palettes, as well as conversion to and from the .CEL format. This makes it an ideal tool for modding for Chasm: The Rift.&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
==2022 Remaster Specifics==&lt;br /&gt;
&lt;br /&gt;
===Archive and Addons===&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
Addons can be played using the launch parameter of &#039;&#039;&#039;--addon xxxx&#039;&#039;&#039; (where xxxx is the name of the addon&#039;s .bin file, without the bin extension. e.g: &#039;&#039;&#039;--addon mymod&#039;&#039;&#039; would launch mymod.bin). It is possible to append this further with &#039;&#039;&#039;--modding&#039;&#039;&#039; (e.g: --addon xxxx --modding).&lt;br /&gt;
&lt;br /&gt;
The --modding parameter unlocks additional functionality which is useful for testing:&lt;br /&gt;
* &amp;quot;noclip&amp;quot; command available&lt;br /&gt;
* &amp;quot;go&amp;quot; command allows access to map 99&lt;br /&gt;
* &amp;quot;chojin&amp;quot; command not only provides invulnerability, but also restores ammo&lt;br /&gt;
* Pressing &amp;quot;M&amp;quot; toggles Monster animation on/off&lt;br /&gt;
* Pressing &amp;quot;N&amp;quot; toggles on-screen debug information&lt;br /&gt;
* Additional options in the menu are accessible, including movement speed, draw distance etc&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The 2022 Remaster uses .FLAC (Free Lossless Audio Codec) files for music audio. However, it is not limited to this format specifically. The game can also use:&lt;br /&gt;
* .flac&lt;br /&gt;
* [[OGG Format|.ogg]]&lt;br /&gt;
* [[WAV Format|.wav]]&lt;br /&gt;
&lt;br /&gt;
Although the game can use .ogg and .wav audio files, they must be manually renamed with a .flac extension (even if the data within the file is not .flac formatted). These files must be placed inside your mod&#039;s .bin file within the &#039;Music&#039; folder. Additionally, they must be named as trackxx.flac (where xx represents a number, e.g track01.flac).&lt;br /&gt;
&lt;br /&gt;
A map&#039;s [[RESOURCE (Chasm)|RESOURCE.XX]] file tells the game which music track to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:CravenCoyote&amp;diff=12249</id>
		<title>User talk:CravenCoyote</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:CravenCoyote&amp;diff=12249"/>
		<updated>2025-04-17T09:07:04Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* FLAC format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FLAC format ==&lt;br /&gt;
&lt;br /&gt;
I really don&#039;t think there&#039;s any point in making the [[FLAC Format (Chasm)]] page; FLAC format is by no means limited to that one game, meaning that, even if a page were made for it on this wiki, it should be a general page describing the file format, not one describing its use in this one game. But the format was created firmly after the DOS era, is widely used, is easy to find information on, and there are hundreds of tools for reading/writing it, so I don&#039;t think even a page on the flac format itself is warranted on the wiki here. You can just use &amp;lt;nowiki&amp;gt;[[wikipedia:FLAC|FLAC Format]]&amp;lt;/nowiki&amp;gt; to elaborate on it. The same thing goes for the PNG format.&lt;br /&gt;
&lt;br /&gt;
Game suffixes to pages are added to accurately describe &#039;&#039;different&#039;&#039; formats that might otherwise end up with the same wiki page title (such as [[DAT Format]], or the many game specific &amp;quot;map formats&amp;quot;). The FLAC and PNG format used in the Chasm remaster are not distinct proprietary formats; they are the exact same FLAC and PNG format generally used in a ton of other programs, and the first thing that springs to mind when someone mentions these names.&lt;br /&gt;
&lt;br /&gt;
If you want to describe how / where these FLAC / PNG files are used in the game, just do that on the game page.&lt;br /&gt;
&lt;br /&gt;
-[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:03, 16 April 2025 (GMT)&lt;br /&gt;
&lt;br /&gt;
: I have now migrated this to the main game page.&lt;br /&gt;
: - [[User:CravenCoyote|CravenCoyote]] ([[User talk:CravenCoyote|talk]]) 09:07, 17 April 2025 (GMT)&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12248</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12248"/>
		<updated>2025-04-17T09:04:13Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Moved Music section away from individual page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Modded = Mod-Chasm- The Rift.png&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[wikipedia:FLAC|FLAC (Free Lossless Audio Codec)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = [[wikipedia:GlTF|glTF (Graphics Library Transmission Format)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = [[wikipedia:PNG|PNG (Portable Network Graphics)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[wikipedia:TrueType|TrueType Font]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
==Source Ports and Reimplementations==&lt;br /&gt;
===DOS===&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
===2022 Remaster===&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
===PanzerChasm===&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
==DOS Specifics==&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
==2022 Remaster Specifics==&lt;br /&gt;
&lt;br /&gt;
===Archive and Addons===&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
Addons can be played using the launch parameter of &#039;&#039;&#039;--addon xxxx&#039;&#039;&#039; (where xxxx is the name of the addon&#039;s .bin file, without the bin extension. e.g: &#039;&#039;&#039;--addon mymod&#039;&#039;&#039; would launch mymod.bin). It is possible to append this further with &#039;&#039;&#039;--modding&#039;&#039;&#039; (e.g: --addon xxxx --modding).&lt;br /&gt;
&lt;br /&gt;
The --modding parameter unlocks additional functionality which is useful for testing:&lt;br /&gt;
* &amp;quot;noclip&amp;quot; command available&lt;br /&gt;
* &amp;quot;go&amp;quot; command allows access to map 99&lt;br /&gt;
* &amp;quot;chojin&amp;quot; command not only provides invulnerability, but also restores ammo&lt;br /&gt;
* Pressing &amp;quot;M&amp;quot; toggles Monster animation on/off&lt;br /&gt;
* Pressing &amp;quot;N&amp;quot; toggles on-screen debug information&lt;br /&gt;
* Additional options in the menu are accessible, including movement speed, draw distance etc&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
The 2022 Remaster uses .FLAC (Free Lossless Audio Codec) files for music audio. However, it is not limited to this format specifically. The game can also use:&lt;br /&gt;
* .flac&lt;br /&gt;
* [[OGG Format|.ogg]]&lt;br /&gt;
* [[WAV Format|.wav]]&lt;br /&gt;
&lt;br /&gt;
Although the game can use .ogg and .wav audio files, they must be manually renamed with a .flac extension (even if the data within the file is not .flac formatted). These files must be placed inside your mod&#039;s .bin file within the &#039;Music&#039; folder. Additionally, they must be named as trackxx.flac (where xx represents a number, e.g track01.flac).&lt;br /&gt;
&lt;br /&gt;
A map&#039;s [[RESOURCE (Chasm)|RESOURCE.XX]] file tells the game which music track to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12223</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12223"/>
		<updated>2025-04-16T05:36:28Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* 2022 Remaster */ Added launch parameters for addons and modding assistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Modded = Mod-Chasm- The Rift.png&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[Font (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
Addons can be played using the launch parameter of &#039;&#039;&#039;--addon xxxx&#039;&#039;&#039; (where xxxx is the name of the addon&#039;s .bin file, without the bin extension. e.g: &#039;&#039;&#039;--addon mymod&#039;&#039;&#039; would launch mymod.bin). It is possible to append this further with &#039;&#039;&#039;--modding&#039;&#039;&#039; (e.g: --addon xxxx --modding).&lt;br /&gt;
&lt;br /&gt;
The --modding parameter unlocks additional functionality which is useful for testing:&lt;br /&gt;
* &amp;quot;noclip&amp;quot; command available&lt;br /&gt;
* &amp;quot;go&amp;quot; command allows access to map 99&lt;br /&gt;
* &amp;quot;chojin&amp;quot; command not only provides invulnerability, but also restores ammo&lt;br /&gt;
* Pressing &amp;quot;M&amp;quot; toggles Monster animation on/off&lt;br /&gt;
* Pressing &amp;quot;N&amp;quot; toggles on-screen debug information&lt;br /&gt;
* Additional options in the menu are accessible, including movement speed, draw distance etc&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12220</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12220"/>
		<updated>2025-04-15T17:38:07Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added screenshot of modded version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Mod-Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[Font (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Mod-Chasm-_The_Rift.png&amp;diff=12219</id>
		<title>File:Mod-Chasm- The Rift.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Mod-Chasm-_The_Rift.png&amp;diff=12219"/>
		<updated>2025-04-15T17:36:19Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12218</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12218"/>
		<updated>2025-04-15T17:30:52Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Link to csm.bin folder structure from 2022 Remaster section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[Font (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within [[BIN Format (Chasm)|csm.bin]] in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12217</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12217"/>
		<updated>2025-04-15T17:28:35Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ttf and *.otf&lt;br /&gt;
 | Format = [[Font (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; In-game fonts (accessibility mode only)&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within csm.bin in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12216</id>
		<title>BIN Format (Chasm: The Rift)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=BIN_Format_(Chasm:_The_Rift)&amp;diff=12216"/>
		<updated>2025-04-15T17:24:59Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Added 2022 Remaster .bin archive structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535 {{TODO|test/confirm}}&lt;br /&gt;
 | FAT = Beginning&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Chasm: The Rift}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Archive header and TOC ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][4] || id || Archive ID string.  Must be &amp;quot;CSid&amp;quot; string (not null-terminated)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT16LE]] || count || Number of files in the archive&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately after the header is &amp;lt;tt&amp;gt;count&amp;lt;/tt&amp;gt; records of the TOC data:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]] || length || File name length&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][12] || name || File name (only &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; chars used)&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || size || File size&lt;br /&gt;
|-&lt;br /&gt;
| [[INT32LE]] || offs || File offset (absolute)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that TOC actually larger (filled with zeros) and has room for the 2048 records.&lt;br /&gt;
Also note that length+name - it&#039;s string type for Borland Pascal (Chasm is written in it). {{TODO|Is TOC somehow limited to 2048 items in total?}}&lt;br /&gt;
&lt;br /&gt;
== (DOS) Notes and comments ==&lt;br /&gt;
&lt;br /&gt;
Archive TOC contains only filenames. Because of that you can extract files from &amp;quot;CSM.BIN&amp;quot; to &amp;quot;CHASMDAT&amp;quot; folder and move out, rename or delete &amp;quot;CSM.BIN&amp;quot; (this forces game to use extracted files), but you MUST restore appropriate original path. For example file &amp;quot;LOADING.CEL&amp;quot; from the &amp;quot;CSM.BIN&amp;quot; must be saved as &amp;quot;CHASMDAT\COMMON\LOADING.CEL&amp;quot; in the game folder. See the file structure from the game addon folder.&lt;br /&gt;
&lt;br /&gt;
Please note that this archive structure (since every different files in the game has it&#039;s uniquie name) allow to eleminate duplicates - for example in the game addon there are two exactly the same files:&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL02\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
ADDON1\LEVEL03\SOUND\SWITCH5.WAV&lt;br /&gt;
&lt;br /&gt;
But inside the game archive this will be only one file - &amp;quot;SWITCH5.WAV&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==(2022 Remaster) BIN file structure==&lt;br /&gt;
Below is the BIN file structure used for the 2022 Remaster version of [[Chasm:_The_Rift|Chasm: The Rift]]. For modding purposes, your mod&#039;s .bin file should follow the same structure per the tree below. Any files that are missing will be taken from Chasm&#039;s main csm.bin file as required. Note that the 2022 Remaster uses uncompressed .tar archives which have been manually renamed to the .bin extension. This means that you can create/extract 2022 Remaster .bin files using popular archiving software such as 7Zip.&lt;br /&gt;
&lt;br /&gt;
 csm.bin&lt;br /&gt;
    &amp;gt; fonts&lt;br /&gt;
    &amp;gt; localization&lt;br /&gt;
      \----&amp;gt; Brazilian Portuguese&lt;br /&gt;
       |---&amp;gt; Chinese Simplified&lt;br /&gt;
       |---&amp;gt; Chinese Traditional&lt;br /&gt;
       |---&amp;gt; French&lt;br /&gt;
       |---&amp;gt; German&lt;br /&gt;
       |---&amp;gt; Italian&lt;br /&gt;
       |---&amp;gt; Japanese&lt;br /&gt;
       |---&amp;gt; Korean&lt;br /&gt;
       |---&amp;gt; Polish&lt;br /&gt;
       |---&amp;gt; Russian&lt;br /&gt;
       |---&amp;gt; Spanish&lt;br /&gt;
       |---&amp;gt; Ukranian&lt;br /&gt;
    &amp;gt; map&lt;br /&gt;
    &amp;gt; model&lt;br /&gt;
    &amp;gt; monster&lt;br /&gt;
    &amp;gt; music&lt;br /&gt;
    &amp;gt; sound&lt;br /&gt;
    &amp;gt; sound_new&lt;br /&gt;
    &amp;gt; sprite_effects&lt;br /&gt;
    &amp;gt; texture&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12215</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12215"/>
		<updated>2025-04-15T16:38:59Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Fixed WAV Format link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within csm.bin in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12213</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12213"/>
		<updated>2025-04-15T16:20:42Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Additional file formats used in 2022 Remaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.flac&lt;br /&gt;
 | Format = [[FLAC Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gltf&lt;br /&gt;
 | Format = 3D Model [[GLTF Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.png&lt;br /&gt;
 | Format = Portable Network Graphics Image [[PNG Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within csm.bin in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=FLOORS_(Chasm:_The_Rift)&amp;diff=12210</id>
		<title>FLOORS (Chasm: The Rift)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=FLOORS_(Chasm:_The_Rift)&amp;diff=12210"/>
		<updated>2025-04-11T11:59:04Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===floors.xx===&lt;br /&gt;
[[Chasm:_The_Rift|Chasm: The Rift]] uses a &#039;&#039;floors.xx&#039;&#039; (where &#039;&#039;xx&#039;&#039; is the map number) file which holds the floor and ceiling tile textures within it. A &#039;&#039;floors.xx&#039;&#039; file can hold up to 64 textures, and these textures can be applied to floors, ceilings or both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;floors.xx&#039;&#039; files are used for both the DOS and 2022 Remaster versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Chasm Floor Editor===&lt;br /&gt;
Kostas &amp;quot;Bad Sector&amp;quot; Michalopoulos has written a tool that can be used to add, remove and rearrange these textures. Additionally, it can mirror, re-mip and apply palettes. It can be downloaded from Kostas&#039; website at:&lt;br /&gt;
http://runtimeterror.com/tools/chasmfe/&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12209</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12209"/>
		<updated>2025-04-10T16:38:36Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive. Structure and archive formats differ between DOS (CSM.BIN) and the 2022 Remaster (csm.bin)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;DOS:&#039;&#039;&#039;&#039;&#039; Data to animate models.  &#039;&#039;&#039;&#039;&#039;2022 Remaster:&#039;&#039;&#039;&#039;&#039; ASCII text to determine keyframes for animation.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = **.png&lt;br /&gt;
 | Format = Portable Network Graphics Image&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; Textures used for walls, geometry models, item models and character models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = **.gltf&lt;br /&gt;
 | Format = 3D Model&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = &#039;&#039;&#039;&#039;&#039;(2022 Remaster Only)&#039;&#039;&#039;&#039;&#039; geometry, monster, character and item models&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
====DOS====&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
Files are kept within csm.bin in the root directory of the game and within a specific file structure. The 2022 Remaster uses a .tar file renamed as .bin and can therefore be accessed easily via archiving software (such as 7Zip) or even [http://slade.mancubus.net SLADE]. Mods made for the 2022 Remaster should copy this file structure and file extension. Much like a [[WAD Format]] file (for Doom), not all folders and files are required to be present with a mod because anything not present is instead taken from csm.bin. A mod can be created by archiving the files into an uncompressed .tar archive and then manually renamed to .bin.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  There is speculation where some believe .CAR refers to &#039;Caracter&#039; (per folder name) or &#039;Chasm Archive&#039;.  Part of the data contained within are sounds for the entity that the .CAR defines. These sounds can be heard at the end of the file if imported as raw data into audio software such as Audacity.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG for Windows (decent compatibility for Linux via Proton has been reported). This version of the game includes a new fully featured release of the game, the DOS version with DOSBox, a three level addon pack (including two additional monsters and a boss), and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game for this new version.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
====DOS====&lt;br /&gt;
The original 1997 version of the game.&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12208</id>
		<title>Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chasm:_The_Rift&amp;diff=12208"/>
		<updated>2025-04-10T15:24:47Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* Reimplementation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Chasm- The Rift.png &amp;lt;!-- Only because of the colon --&amp;gt;&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chasm: The Rift&#039;&#039;&#039; is an FPS game from the twilight of the DOS era, developed by Action Forms Ltd. and released in 1997.  The engine, contrary to popularly spread misinformation, is not based on [[Quake]] but appears to be an original, and has some interesting features but is also, for its time, somewhat limited regarding the level geometry that can be created.&lt;br /&gt;
&lt;br /&gt;
A level editor is included on the game CD, and some enemy and weapon stats can be modified using a plain text configuration, but certain other aspects of modifying the game (such as the 3D models) remain poorly understood.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = csm.bin&lt;br /&gt;
 | Format = [[BIN Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data archive&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm2.pal&lt;br /&gt;
 | Format = [[VGA Palette]] (6-bit version)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game palette&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.inf&lt;br /&gt;
 | Format = [[CHASM.INF]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Configures enemy and weapon stats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rgb&lt;br /&gt;
 | Format = 256x255 color index array&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Translucency tables&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.3o&lt;br /&gt;
 | Format = [[3O Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = 3D models (weapons, scenery)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ani&lt;br /&gt;
 | Format = [[ANI Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Data to animate models&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.car&lt;br /&gt;
 | Format = [[CAR Format]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Contain data for &amp;quot;living&amp;quot; entities (player, monsters)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.obj&lt;br /&gt;
 | Format = [[OBJ Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Sprites {{TODO|Possibly multiple frames per file}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cel&lt;br /&gt;
 | Format = [[CEL Format (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures and raster graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.wav&lt;br /&gt;
 | Format = [[WAV format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sounds&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = resource.**&lt;br /&gt;
 | Format = [[RESOURCE (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (definitions)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = process.**&lt;br /&gt;
 | Format = [[PROCESS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level data (action scripts)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = floors.**&lt;br /&gt;
 | Format = [[FLOORS (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Floor graphics associated with level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = map.**&lt;br /&gt;
 | Format = [[MAP (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = script.**&lt;br /&gt;
 | Format = [[SCRIPT (Chasm)]]&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Level data (cutscene scripts, not present in every level)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.raw&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcm&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sfx&lt;br /&gt;
 | Format = Raw PCM audio, unsigned 8-bit PCM, mono, little-endian, 11025 Hz&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.r??&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Likely recorded gameplay with ?? corresponding to level number}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = chasm.key&lt;br /&gt;
 | Format = &lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Appears to be related to keyboard layout}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = menu.txt&lt;br /&gt;
 | Format = Plain Text&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = {{TODO|Appears to configure aspects of the game menu (possibly useful for translation only?)}}&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
===Archive and addons===&lt;br /&gt;
Most of the files listed above are normally stored inside CSM.BIN.  However, an addon loaded with the &amp;quot;-addon:&amp;lt;addon_dir&amp;gt;&amp;quot; game parameter can read replacement files from an open directory structure, provided that they are placed in the correctly named subdirectory.&lt;br /&gt;
&lt;br /&gt;
===Levels, cutscenes===&lt;br /&gt;
Levels are not stored in a single file, but several files with an extension .01, .02 etc. corresponding to the level number.  The process.**, script.** and resource.** files are in plain text; process defines action scripts using a scripting language explained in the level editor documentation, script defines a cutscene for the level and resource defines level settings such as title, CD track to play for background music, 3O, CEL and WAV files used, etc.  The map.** and floors.** files contain binary data; floors contains graphics for the floors (and probably ceilings) and appears to use a mipmap system.&lt;br /&gt;
&lt;br /&gt;
Level 99 exists in CSM.BIN, but is not a playable level and cannot be warped to.  Instead, it is a special case use of the map format whose purpose is to provide the background scenes for the mission briefing cutscenes.  The &amp;quot;room&amp;quot; numbers in the script.** files correspond to the numbered player starts in level 99.&lt;br /&gt;
&lt;br /&gt;
===Translucency===&lt;br /&gt;
CHASM.RGB and CHASM60.RGB are almost identical in construction to the TINTTAB format used in [[Heretic]] and [[Hexen]] except that there is no 256th row for the final color (which in Chasm is a dummy/transparent color).  CHASM.RGB appears to be a 50-50 blend while CHASM60.RGB appears to have a stronger influence from one of the colors (perhaps 60-40, judging by the file name?)&lt;br /&gt;
&lt;br /&gt;
===Models===&lt;br /&gt;
The .CAR format is believed to be an early iteration of the format used by the Carnivores games for Windows (however, Chasm&#039;s .CAR data might be more closely related to the Chasm .3O files).  Part of the data contained are sounds for the entity that the .CAR defines.&lt;br /&gt;
&lt;br /&gt;
===Source Ports and Reimplementations===&lt;br /&gt;
&lt;br /&gt;
====PanzerChasm====&lt;br /&gt;
PanzerChasm was a project to reverse-engineer and re-implement the game&#039;s engine, being worked on by Artöm &amp;quot;Panzerschrek&amp;quot; Kunz. It can be found at:&lt;br /&gt;
&lt;br /&gt;
https://github.com/Panzerschrek/Chasm-Reverse&lt;br /&gt;
&lt;br /&gt;
Due to some changes in the way PanzerChasm works, some map-packs and mods might have compatibility issues unless they were specifically designed for this source port.&lt;br /&gt;
&lt;br /&gt;
Panzerschrek has confirmed that PanzerChasm is no longer in active development and that elements of it were used, with permission, for the Remastered version of the game released in 2022. Panzerschrek is noted in the credits of the 2022 Remaster.&lt;br /&gt;
&lt;br /&gt;
====2022 Remaster====&lt;br /&gt;
An official remaster of the game was released in 2022 by General Arcade and SNEG. This version of the game includes the three level addon pack and level editing software. &#039;Modding Manual.pdf&#039; is also included, which contains notes on how to modify parts of the game.&lt;br /&gt;
&lt;br /&gt;
The 2022 Remaster uses .gltf and .png files for easier modding, rather than the legacy file types from the DOS version. Having said this, the 2022 Remaster also has the ability to convert these legacy file types, making mods for the DOS version compatible with the rerelease.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action Forms, Ltd.]]&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:Chasm:_The_Rift&amp;diff=12207</id>
		<title>Talk:Chasm: The Rift</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:Chasm:_The_Rift&amp;diff=12207"/>
		<updated>2025-04-10T14:14:36Z</updated>

		<summary type="html">&lt;p&gt;CravenCoyote: /* Mod compatibility (Re-releases vs. DOS)? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod compatibility (Re-releases vs. DOS)? ==&lt;br /&gt;
I&#039;ve noticed on ModDB that there are some mods that specify a particular re-release target that the file is intended for.  Could anyone who has access to multiple versions take a look and fill in whether this is just a tested version/convenience of packaging thing or if there&#039;s any broken forwards/backwards compatibility between the modding specs for the DOS version and the re-releases (or even between different re-releases)? -- [[User:Mysterioso|Mysterioso]] ([[User talk:Mysterioso|talk]]) 16:41, 3 October 2023 (GMT)&lt;br /&gt;
: [[User:Mysterioso|Mysterioso]], the DOS version modifications can run just fine in the remastered version so long as they have been repackaged correctly. This is because the Remastered version performs conversions when it starts up, taking the models (.3o) and textures (.cel) and converting them to .gltf and .png respectively. Backwards compatibility from Remastered version mods to DOS version are not guaranteed because of this. If the mod uses only the original file formats, it can be repackaged to work with the DOS version. If the mod uses .gltf and .png files, then it would not be compatible with the DOS version.  -- [[User:CravenCoyote|CravenCoyote]] ([[User talk:CravenCoyote|talk]]) 15:14, 10 April 2024 (GMT)&lt;/div&gt;</summary>
		<author><name>CravenCoyote</name></author>
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