The Skate 3 Rust engine reimplements skating in Rust and Bevy. Maps are single portable .skate files instead of DLC packs.
Load one
Drag a .skate file onto PLAY.bat, or use the command line:
.\scripts\Launch.ps1 -Map 'C:\path with spaces\park.skate'
In game, Escape opens the map menu so you can switch without restarting. In the browser build, add ?map=Name to the URL.
What’s inside
.skate files are versioned (SKATE01–15). The reader supports raw, zlib and Zstandard blocks. A file can carry:
- Visual geometry: positions, normals, UV0/UV1, material groups, packed tangent frames
- Materials: albedo, normal, ORM, emissive, alpha, and lightmaps decoded to half-float
- Collision: a separate authored mesh, or an embedded retail
RWCMcluster archive with native edge codes - Gameplay: spawn, grind-rail polylines, surface types, lights, sky metadata
Some records are parsed but have no runtime yet: doors stop a map from launching, and NPC routes and area lights only produce warnings. See the engine’s docs/SKATE-MAPS.md.
Convert Skate 3 maps to .skate
Any Xbox 360 DIST_* world converts with the engine’s own asset pipeline. A PS3 map goes through the PS3 transcoder first. The skatemods converter does both steps:
converter/convert.sh ~/Downloads/JumpCity.7z out/
# out/skate/JumpCity.skate
Community packs sometimes include an empty grind-spline table that the stock decoder rejects. The skatemods converter treats it as “no rails” instead of failing.
Updated 2026-10-01 · Improve this guide on GitHub