CHASM.INF

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CHASM.INF
Format typeText
Text purposeControl
Line endingsCRLF
Character setASCII
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.