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THP8 City

Tony Hawk's Project 8's city for skate. via ReSkate: all twelve areas, from downtown to the fun park. Extensively tested in game.

By X__X
Date uploaded 2 days ago
Version 1.5.0
Download link X__X-THP8_City-1.5.0.zip
Downloads 7196
Dependency string X__X-THP8_City-1.5.0

README

THP8 City 1.5.0

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 1.5

  • 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.
  • Known: an invisible wall in the middle of the metal half-pipe channel in City Park, and a stuck spot in a dark corner of the Factory. Both are being fixed.

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.