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