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