Map conversion
One upload, every platform
Upload a Skate 3 map from any platform and get the others. The pipeline is open source, needs no game files, and runs on free GitHub Actions runners.
What converts today
| From ↓ / To → | Recomp .big | .skate | PS3 |
|---|---|---|---|
| PS3 (DIST .psf, .big.edat) | Yes | Yes, via recomp | Already |
| Xbox 360 / recomp (.xsf, .big) | Already | Yes | Planned |
| .skate (Rust engine) | Planned | Already | Planned |
How it works
- Unpack. Archives (
.zip,.7z,.rar) and EA big files (including PS3.big.edat) are unpacked with path-traversal and size checks. EveryDIST_*world inside is detected as PS3 (.psf) or Xbox 360 (.xsf). - PS3 → recomp. skate3-ps3-to-x360 rebuilds vertex and index buffers, vertex descriptors, mesh islands and textures in Xbox 360 form, then packages a standalone DLC
.bigwith DlcBuilder. - Xbox 360 → .skate. The Rust engine's asset pipeline decodes the world, builds the retail collision archive and writes a
.skatefile. - Deliver. Each output is listed with its size, timing and a log. Anything the converter can't handle is refused and explained, never silently emitted wrong.
Proven on free runners
The first end-to-end run on GitHub's free ubuntu-latest runner, with no game data present:
| Map | Path | Output | Time |
|---|---|---|---|
| JumpCity | Xbox 360 → .skate | 95 MB | 7 s |
| Sunbad Art Gallery | PS3 → recomp .big | 94 MB | 4 s |
| Sunbad Art Gallery | PS3 → .skate | 47 MB | 4 s |
Peak memory was under 0.5 GB per map. Run it yourself with the CLI guide.
What's next
- Accounts (sign in with GitHub) and uploads to storage with no download fees.
- A conversion job per upload, with live status and per-platform download buttons.
- An automatic check that rejects packs carrying stock EA assets, plus a takedown process. See the policy.
- Reverse paths: recomp → PS3 and
.skate→ recomp.