The pipeline
- Unpack. Archives (
.zip,.7z,.rar) and EA.bigfiles, including PS3.big.edat, are unpacked with path-traversal and size checks. EveryDIST_*world inside is detected as PS3 (.psf) or Xbox 360 (.xsf). - Check. Executables and stock retail districts are rejected. The moderator sees the check results alongside your rights declaration (policy).
- PS3 → recomp. skate3-ps3-to-x360 rebuilds vertex and index buffers, vertex descriptors, mesh islands and textures in Xbox 360 form. DlcBuilder from the Dumbads toolset then packs a standalone DLC
.big. - Xbox 360 → .skate. The Rust engine’s asset pipeline decodes the world, builds collision and writes a
.skatefile. - Deliver. You get each output with its size, timing and a log. Anything the converter can’t handle is refused and explained, never silently emitted wrong.
Why it needs no game files
Conversion only touches what’s in your upload. A test run on a free GitHub runner, with no game data present, converted maps in seconds using under 0.5 GB of memory (details). Approved maps are published as GitHub Releases on a public repository, so downloads stay free.
What doesn’t convert yet
Reverse paths (recomp → PS3, .skate → recomp) are planned. The conversion page has the current matrix.
Updated 2026-10-01 · Improve this answer on GitHub