# Windows installation **Paused:** the Blender-based conversion approach below was rejected. The public setup entry point and release packaging are disabled pending direct conversion. The notes below describe the earlier implementation, not a ready release. Setup no longer downloads Blender. `Build-Release.ps1` produces `target/skate3rust-windows-x64.zip`. Keep its `support` directory beside `skate3rust.exe`. The game links Bevy and the MSVC runtime statically; the setup helper bundles Python, NumPy, Pillow and Tcl/Tk. On first launch, setup asks for a local Xbox 360 Skate 3 ISO. It downloads hash-pinned portable Blender and extract-xiso distributions from their publishers. No game files are downloaded or included in the package. The conversion pipeline: 1. Extracts the disc into a new installation workspace. 2. Preserves native animation banks and state graphs from `miscload.big`. 3. Reads the big-endian 64-bit AttribSys schema and collections from `db.big`. Settings are decoded from the disc, with numeric hashes retained for names absent from debug strings. The JSON export serves the fields consumed by this engine; it is not a general VLT editor or portable array serialization. 4. Builds the default modular skater from the CAC archive, including textures, morph settings, the native rig and its four board-relative IK targets. Gameplay animations are evaluated from ABIN by the Rust runtime. 5. Converts each `worldDIST_*.big` into a `.skate` map. The supplied map exporter runs in v14 storage mode, with native collision archives and grind splines embedded. University uses the supplied exporter's starting location. Other districts select a broad upward collision face near the district origin. 6. Runs the game's asset and map loaders before publishing `installation.json`. This validates loading, not gameplay. Conversion intermediates are removed after their output succeeds. Failed workspaces retain logs for diagnosis. Data lives under `%LOCALAPPDATA%/Skate3RustEngine`. `installation.json` points to the completed installation. Conversion tools are cached separately, so retrying does not download them again. `setup-error.log` reports setup errors; each installation also has `setup.log` with converter output. The Escape menu discovers installed `.skate` files. Loading a map starts a new game process and closes the current session so physics and render resources are recreated. A fresh launch defaults to University. Development checkouts with `assets/private/game.json` retain their existing local assets and default test world; `--assets DIRECTORY` also selects a prepared asset set explicitly.