All 10 authored starts tested in game. Notes that SkateSchool's start sat inside an invisible collision volume, fixed separately (doc 05).
7.7 KiB
4. Authored map spawns
Each converted .skate map stores one spawn (position + heading). The game
uses it as the map's startup position (the saved default map) and as the
menu's default landing zone; teleports.json destinations are only used
when the player picks one. So the baked spawn must be right for every map.
Problems observed in play
- MegaPark: the skater fell forever. Log:
PhysicsGround->PhysicsAir9 ticks after spawning, never landing; the respawn (Teleporting) returned to the same point, so it looped. - Industrial Skate Park, StartPark: spawned on the roof; only "a small part" of the park was visible.
- Industrial, DownTown: spawn "not where the original game puts you".
Root cause
tools/asset_pipeline/map_writer.py (SpawnSelector) chose, for every
district except University, the upward-wound collision triangle nearest the
world origin and spawned 1 m above its centre. Two properties of the retail
data defeat that:
- Skate-park origins sit at a corner of the park, not its middle.
- Retail collision winding is inconsistent: some park floors face down (StartPark's and Industrial Skate Park's ground floors at y = 0), so they were never candidates.
Measured with the collision extracted from each park:
| Map | Old spawn | What was there |
|---|---|---|
| MegaPark | (21.7, 21.6, −19.7) | 6.3 m² double-sided panel at the park edge; nothing below it |
| IndustrialSkatePark | (−1.6, 40.3, 2.0) | roof (interior: floor 0 m, level 15 m, ceiling 39.6 m, roof 43 m) |
| StartPark | (1.5, 33.2, −9.8) | roof |
The retail game does not use geometry at all: it has authored start locators (below). The converter never read them.
Intermediate attempt (kept as a fallback)
A geometric ground_spawn() was added first: ignore winding, search outward
from the area-weighted centre of flat surfaces, and accept a point that is
the lowest surface at its XZ, has ≥ 2.5 m headroom, and has no flat surface
within 25 m (by triangle extent) more than 1 m lower.
Regression found in play: applied to city maps, "lowest surface" is
under the streets. Industrial's spawn became (−864.7, −3.0, 414.1); the player
stood on collision under the map and the world looked invisible (back faces
culled from below). Fix: only districts whose collision spans ≤ 500 m
(GROUND_MAX_EXTENT, i.e. the parks) use ground_spawn; larger districts keep
the original rule unchanged. A unit test pins this. Lesson recorded: a spawn
change moves every map's startup position, so all maps must be checked.
ground_spawn now only applies if a district has no authored start.
Final change: authored starts from retail data
New tools/asset_pipeline/map_starts.py resolves each district's start from
the game's own data, in priority order:
worldrow start locator — fieldHash_3735C5C12E8E7AE1inskatercollectionsnames the start locator of each skate park (dist_megapark→Z_MegaPark_SkatePark, etc.).- Chosen
fe_locationsrow for districts with several authored locations and no single start (DEFAULT_LOCATIONS, a project choice — see below). - The district's only
fe_locationsrow (BlackBoxPark, SkateSchool).
The locator's matrix comes from the district's own
data/content/global_locators/**/<District>/*.rx2 EB0009 records (parsed with
the existing teleports.location_records; row 3 = position, row 2 = forward).
Missing or ambiguous locators fall back to the geometric rule.
Heading is now written into the .skate header (the f32 after the spawn,
previously always 0): heading = atan2(forward.x, forward.z), matching the
game's Mat3::from_rotation_y(heading) (forward = (sin h, 0, cos h)). The
convention was checked against a logged teleport (Aletown: locator forward
(0.1536, 0, 0.9881) = the game's requested_at).
_install computes the starts once before map conversion and writes
<work>/map-starts.json; each convert_map job reads its district's entry.
Resulting defaults
| Map | Locator | Source | Position | Heading |
|---|---|---|---|---|
| BlackBoxPark | A_BlackBoxPark |
fe_locations dist_blackboxpark |
(10.55, 0.08, 6.05) | 90° |
| DownTown | Z_DT_SkatePark (Rosalita Skate Park) |
choice → fe dist_downtown_skatepark |
(−254.05, 40.54, 32.39) | −85.5° |
| DownTownSkatePark | Z_SP_DT_Start |
world dist_downtownpark |
(66.05, 0.0, −64.02) | 0° |
| Industrial | Z_Ind_ReclaimedHastings (Haystings Park) |
choice → fe dist_industrial_reclaimed |
(−89.16, 1.01, −138.35) | −45.4° |
| IndustrialSkatePark | Z_SP_Ind_SP_Start |
world dist_industrialpark |
(−64.01, 0.75, 0.0) | 0° |
| MaloofMoneyCup | A_Maloof_Street |
choice → fe dist_maloof_street |
(0.56, −0.06, −43.42) | 180° |
| MegaPark | Z_MegaPark_SkatePark |
world dist_megapark |
(230.63, 0.48, −73.08) | −90° |
| SkateSchool | tele_world_to_school_dest_locator_01 |
fe dist_skateschool |
(−31.28, 0.11, −31.5) | 0° |
| StartPark | Z_SP_SkateParkStart2 |
world dist_startpark |
(−64.01, 0.0, 0.0) | 0° |
| University | ftl_univ_02_challengelocator_01 (career start) |
choice → fe gamestart |
(294.64, 74.12, −432.6) | 114.5° |
Project choices (maintainers may prefer others)
Retail has no single start for the cities (you always arrive at a location picked in the map menu) or for Maloof (two locations). Chosen:
- University: the retail career start (
gamestart). - Industrial: Haystings Park, the district's skate park.
- DownTown: Rosalita Skate Park; retail data also links the DownTown skate-park world to this spot.
- MaloofMoneyCup: the street course.
Previous University spawn was a fixed point next to Super-Ultra Mega-Park, (330, 133.005, −710).
Other findings
- Locator files for the parks live under
global_locators/PARK/, notBAM/. teleports.jsonmarks MegaPark's only FE destination ("Stadium – Monster Park", locatorvert_skp5_01_challengelocator_01) unavailable: that locator does not exist in the shipped content. Unrelated to spawns; left as is.- The map-conversion work runs in subprocesses (
map_job.py) capped at 3 workers; see performance notes elsewhere.
Files
tools/asset_pipeline/map_starts.py(new)tools/asset_pipeline/install.py— computes starts before conversion;convert_mapuses them.tools/asset_pipeline/map_writer.py—ground_spawn,GROUND_*constants,SpawnSelectorchanges,spawn_pointno longer prunes by distance for non-University districts,write(..., prepared_heading=).tools/asset_pipeline/test_map_writer.py,tools/asset_pipeline/test_map_starts.py.
Pipeline fingerprints change for the maps and environment groups, so an
existing install rebuilds those groups on its next asset refresh.
Verification
- Unit tests (28 across the setup/map suites) pass, including: roof over a down-facing floor, floating panel over the void, city-sized districts keeping the original rule, heading convention.
- Collision analysis per park (extract with the collision consumer, then query all surfaces at an XZ) confirmed the old failures and the ground_spawn results.
- In play (before authored starts): Industrial with the restored city rule spawned visible and grounded.
- Authored starts, after an asset refresh (maps + environment groups, 0
warnings): every map passes
skate3rust --check-assets, and each baked spawn and heading read back from the.skateheader matches the table above exactly. - In-game confirmation: all 10 authored starts tested in play and correct. SkateSchool's start is inside an invisible collision volume that blocks movement; that is a separate, pre-existing collision issue (the old spawn stood on top of the same volume) and is documented separately.