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skate-3-rust-engine/docs/installation.md
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Windows installation

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.