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1.6.6
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THP8 City 1.6.6

The city from Tony Hawk's Project 8 as a skate map for Skate with ReSkate. All twelve areas are in one open map: Downtown and the Capitol, the Suburbs, the School and its grounds, the Slums, the Factory, the Shops, City Park, the Concrete Park, the Parking Garage, the Fun Park and Toon Wood.

What's new in 1.6.6

A collision patch.

  • The small invisible bumps that stopped your board are gone at 33 spots, including the strip across the road at the Suburbs east gate. They were leftover scraps of invisible wall, none taller than 1.6 m, standing on ground you ride.
  • You now start in the Suburbs, in the skater's garage, facing the circle at the end of the street.
  • The Shops fast-travel point no longer puts you against a wall. It is 2 m south, on the sidewalk, facing the street.

Known issues

The current bug list, with what is fixed, what is being worked on and where each bug is on the map, is at https://xunderscorex.pages.dev/thp8-city/. Report new bugs there too.

What was new in 1.6.5

A collision patch. Ridden in game before this release.

  • Fewer invisible walls around buildings and props. Project 8 wraps many objects in plain invisible boxes that stand well off what you see. On the worst of them those boxes now follow the drawn shape: the second-floor rail over the In School pool, the pizza place corner in the Shops, the City Park tram shelter, two more spots in In School, and smaller ones in Downtown, the Shops and the Concrete Park. Boxes that keep you inside the map stay as they were, and no stair, ledge or floor you could ride before was changed.
  • Real water at open edges. Where the ground ends over deep drawn water with no wall, such as stretches of the Downtown waterfront and the Factory's inner canal, you now land in water and get put back on nearby ground instead of dropping out of the map. Drawn floor below a drop that had no collision now has it.
  • More collision patches are on the way: invisible collision is still the main thing being worked on.

What was new in 1.6.4

A grind patch. Every change was ridden in game before this release.

  • 91 ledges that loop all the way around something never had a grind before, about 5.6 km of them. They grind now: the roof edge, roof-top ledges and terraces of the Capitol, the rim of the sunken concrete bowl in City Park, the planters by the City Park water, and loops in the Suburbs, Shops, Slums, Out School plaza and Downtown. Every rail from Project 8 now has a grind in the map.
  • The wire over the water by City Park grinds. An invisible map-edge wall stood half a metre beside it; edge walls now keep clear of rails, in 14 spots across the city.

What was new in 1.6.3

The first collision patch. Both changes were ridden in game before this release.

  • The river and the harbour are real water now. Before, every bank had an invisible glass wall to stop you falling off the map; now you can roll or bail off the edge, splash in and get put back on nearby ground, the way Project 8's "All Wet" works. The south waterfront and the river edges by City Park and the Factory were ridden.
  • Arcades, entrances and the gaps under signs no longer hide invisible walls. 71 openings across the city were opened up, most of them in the Fun Park, the Shops and Toon Wood.

What was new in 1.6.2

A fix release for the lights that came in with 1.6.1.

  • Lamp brightness now follows the reach Project 8 gave each lamp. 1.6.1 gave every lamp the same wattage, which looked fine in the big Factory hall and turned the In School pool, with 49 short-reach lamps, into a white-out. The pool, the Factory hall and the Center were ridden before this release.

What was new in 1.6.1

A fix release from the first round of tester reports. Every fix named here was ridden in game before release.

  • The Slums rooftop mound rides on Project 8's own hull again. Our quarter pipe smoothing had been treating the mound as a bank and sinking its surface 15 to 20 cm under the ribs; the smoothing now recognises mounds and leaves them alone.
  • Project 8's own lights are in: 62 lamps in the Factory hall, the In School building and the Center, read from the game's light data. The Factory is still on the dim side; a brighter pass comes with the full-texture work.
  • Doubled objects are gone: 43 pieces the game placed twice in the same spot, which flickered. The benches in Toon Wood were the visible case.
  • Quarter pipe smoothing now runs each curve right into the wall above it. On the wooden bowl by the Suburbs dirt mound the curve had stopped a hair short of the wall and the board stopped on that edge; the outside wall rides clean now.
  • The top of the Capitol's north stairs was re-ridden and still holds.

What was new in 1.6.0

Collision now comes straight from Project 8's own data, checked piece by piece, and the hand-made fixes from earlier versions were audited against it. The spots named below were ridden in game before release.

  • Project 8's collision is used whole. Each story spot's collision is matched to the version you see, as one piece, instead of being trimmed face by face. The invisible wall on the Slums and Factory border is gone, so is the one across the parking garage top deck on the Toon Wood side, and the leftover collision of City Park's closed building no longer blocks the open shell.
  • No more sinking into the ground. An old stair-smoothing rule had been deleting the collision under terraced sidewalks, so you sank to road level in about 290 places, worst on the sidewalk below the Capitol's north stairs. The parking garage ramp, its north stairs and the Downtown south steps ride at the drawn surface now.
  • Grinding works like Project 8: only its own rails grind, read from the game's rail data, and rails that belong to story-only pieces are gone. The curbs on the Suburbs cul-de-sac grind clean through the old goal gates.
  • Pass-through surfaces are pass-through. Project 8 marks trigger zones and glass as non-solid, and earlier versions had about 115,000 square metres of them solid.
  • The Slums rooftop mound that Project 8 shows online is back, and the wooden shutters on the In School upper floor are gone, as they are online.
  • The top of the Capitol's north stairs no longer stops the board dead. Project 8 hides a smooth ramp under those stairs and the map rides it, but the last step sat 20 cm above the ramp's end; a thin invisible lead-in now runs onto it. The brown slopes and banks either side got the same treatment at their top edges. These five spots are the only places the map adds a wedge.
  • The big ramp down from the School Grounds spawn no longer has invisible bumps. An old rule of ours had laid wedges across it; that rule now only fires on real board edges, which also smoothed many faceted banks.
  • Builds are checked against Project 8's collision before they ship: any drawn floor or wall the game collides with has to keep its collision, or the build fails.

What was new in 1.5.1

  • The invisible wall in City Park's metal half-pipe channel is gone. Its floor sits low enough that the build mistook it for river water and walled it in.

What was new in 1.5

  • Surfaces sound like what they are. Every surface keeps Project 8's own terrain type: sidewalks and plazas roll as concrete, roads as asphalt, decks and ramps as wood, rails and poles as metal, plus grass, dirt, gravel, tile, glass, water, roofs and chain-link.
  • The gate on the Suburbs' east road is really open now. It was an invisible wall that runs the length of the Suburbs' east edge, and the part across the road is gone.
  • Invisible walls left behind where the closed versions of story spots were removed are gone too, most of them in City Park and the Parking Garage.
  • The Capitol's north stairs no longer stop you at the top step, and low steps between two rideable surfaces get a thin wedge so you roll over them.
  • The small collision gap on one step of the Capitol's south stairs is fixed.

What was new in 1.4

The city is filled in and opened up.

  • About 3,400 props that earlier versions never placed are back where Project 8 puts them: street trees and planters, school lockers, lamp posts, fences, pipes and Fun Park decorations. Around 190 of them had collision but drew nothing, which is where you hit invisible objects. Those spots now show what you're hitting.
  • The leftover pieces that piled up by the Skate Shop are gone, because each one is now used where it belongs.
  • Spots that Project 8 changes as the story goes on now show their open version only. The City Park building loses its roof so you can skate inside, a Slums bridge comes down, and a doubled Inner School channel and stacked signs no longer flicker. The collision of the closed versions is removed with them.
  • Stairs no longer stop the board at the top step: where Project 8 stacks steps on a smooth ramp, the ramp is what you ride.
  • Kickers and boards get a thin wedge where they start a few centimetres off the ground, so you roll onto them.
  • The open gate on the Suburbs' east road and an invisible wall across a Shops street are gone.
  • The empty pit south of the Suburbs has a floor, so the pause map no longer shows a bright hole there.
  • New loading picture.

What was new in 1.3

Grind rails and a lighter texture load.

  • Project 8's own grind rails are back: 154 grind curves, about 12.9 km in all, read from the game's rail data. They go where the collision has no grindable edge, including power lines, cables and rope fences.
  • Textures are packed into shared atlas pages: 5,350 textures down to 4,281 and 6,302 materials down to 5,100, which keeps the map well inside skate.'s texture limit.

What was new in 1.2

Project 8's colours are back. Most surfaces in the game are a plain texture tinted by a colour stored in the material, and earlier versions showed the bare grey texture. This version reads Project 8's own shaders and materials to restore them, so the whole city looks much closer to the original. Toon Wood and the Fun Park change the most.

  • Every material gets its original colour, using the same maths as the game's shaders.
  • Painted layers come back: shop signs, murals, candy lights and painted stripes. Layers that line up with their texture are baked into it, and walls and signs keep one extra layer. Ground gets the layers' average colour, which keeps it steady and fast.
  • Textures use their original tiling and UV sets.
  • 48 surfaces that showed another area's texture now show their own.
  • A pile of props Project 8 places by script, which ended up floating by the Skate Shop (a big black slab among them), is removed.

What was new in 1.1

This version rides on Project 8's own collision. Earlier versions used the visible meshes as collision, so small rims, weeds and decorations caught the board. Now every surface you skate is the one Neversoft built for skating, read straight from the game's physics data.

  • Ramps, banks, bowls and ledges behave the way they did in Project 8.
  • Curbs and rims that stopped the board in 1.0 (like the parking strips in City Park) are gone.
  • Weeds, grass and small clutter have no collision, as in the original.
  • Project 8's invisible blocker walls (stair tops, flagpoles, challenge spots) are removed. The edges of the map are still closed.
  • 18 low-poly brick and concrete quarterpipes get a smooth curve, because skate. snags on their flat facets where Project 8 didn't.

What's in it

  • The original textures at full size, with their bump maps, see-through edges and water.
  • Props, trees and machinery placed where Project 8 puts them.
  • Eleven fast-travel points on the pause map, at Project 8's own restart spots.
  • Project 8's "own the spot" rings and OWNED tags are removed. Every other trick spot marker stays, like "Nail the Trick", so you can still find the challenge spots.

Notes

  • skate. lights the map with its own sun. Project 8's baked lighting and vertex shading don't carry over, so some areas look brighter and flatter than the original.
  • Water is a flat colour with ripples. Project 8's reflective water shader has no equivalent here.
  • Air height depends on ReSkate's speed setting. Project 8's bowls are big, so a higher speed multiplier gets you closer to its heights.
  • Invisible walls keep you inside the playable area.

Credits

Original city and art: Neversoft and Activision, Tony Hawk's Project 8. Import: NXTools for Blender. Map loading and build support: ReSkate and ReSkate Studio by Dingo Shenanigans.

Special thanks: Brendan Hawk

AI-assisted. Converted with Python scripts, directed and extensively tested by hand in game.

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