Map conversion

One upload, every platform

Upload a Skate 3 map from any platform and get the others. The pipeline is open source, needs no game files, and runs on free GitHub Actions runners.

What converts today

From ↓ / To →Recomp .big.skatePS3
PS3 (DIST .psf, .big.edat)YesYes, via recompAlready
Xbox 360 / recomp (.xsf, .big)AlreadyYesPlanned
.skate (Rust engine)PlannedAlreadyPlanned

How it works

  1. Unpack. Archives (.zip, .7z, .rar) and EA big files (including PS3 .big.edat) are unpacked with path-traversal and size checks. Every DIST_* world inside is detected as PS3 (.psf) or Xbox 360 (.xsf).
  2. PS3 → recomp. skate3-ps3-to-x360 rebuilds vertex and index buffers, vertex descriptors, mesh islands and textures in Xbox 360 form, then packages a standalone DLC .big with DlcBuilder.
  3. Xbox 360 → .skate. The Rust engine's asset pipeline decodes the world, builds the retail collision archive and writes a .skate file.
  4. Deliver. Each output is listed with its size, timing and a log. Anything the converter can't handle is refused and explained, never silently emitted wrong.

Proven on free runners

The first end-to-end run on GitHub's free ubuntu-latest runner, with no game data present:

MapPathOutputTime
JumpCityXbox 360 → .skate95 MB7 s
Sunbad Art GalleryPS3 → recomp .big94 MB4 s
Sunbad Art GalleryPS3 → .skate47 MB4 s

Peak memory was under 0.5 GB per map. Run it yourself with the CLI guide.

What's next

  • Accounts (sign in with GitHub) and uploads to storage with no download fees.
  • A conversion job per upload, with live status and per-platform download buttons.
  • An automatic check that rejects packs carrying stock EA assets, plus a takedown process. See the policy.
  • Reverse paths: recomp → PS3 and .skate → recomp.