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ReSkate Studio makes the mods that carry game data: your own clothing, hair, boards, tattoos and stickers, replaced game textures, sounds and animations, and custom maps built in Blender. It reads your installed skate. and writes only your mod, which carries the build stamp of the game version it was built against. It needs Windows x64 and an installed skate., with ReSkate installed to test mods in the game. Blender is needed only for maps.

Projects

Everything you make is in a project (.fbproject), saved in Documents\ReSkate Studio\Projects by default.
  • Changes go into the project as you make them. There is no apply step.
  • Undo and Redo (Ctrl+Z, Ctrl+Y) work across the whole project.
  • Studio autosaves unsaved work every minute to its own folder, never over your project, and offers it back after a crash.

Cosmetics

A new cosmetic starts from a donor: an item the game has, of the kind you want. Pick one in All cosmetics or the Cosmetics tab, then change it in five steps: Give it a name and click Add to project. Studio only adds items you changed, so they are your own and not copies of the game’s.
  • The name is 1 to 64 characters: letters, digits, spaces, _ and -. The item’s key is Own_ and the name, with spaces turned into _. Two items in one project cannot share a name.
  • In game, the item’s card is tagged MOD, with the mod’s title, author, version and icon.png. The item browser’s Mods filter shows only items from mods.
  • A saved outfit keeps a mod’s item while the mod is off: the slot shows its default until the mod is back.
Tattoos, skateboard stickers and face moles have no mesh. Their Look step exports the artwork as a transparent PNG and imports yours, and you place them in the game’s own menus.
Do not use store items as donors. A mod with an item that copies one the store sells is refused at launch, whole: see copies of store items.

Changing a game file

Game files browses the game by kind: textures, sounds, meshes, animations and levels. Select a file and its own editor opens. Once changed, the header says Changed in your project, with Revert to the game’s version.
  • Textures: export as PNG or DDS, import a PNG or DDS, adjust colours.
  • Sounds: pick the variation, then Import WAV.
  • Animations: export a clip’s take to FBX, edit it in Blender or another editor keeping the joint names, open it again and Replace clip in project. Studio does not retarget other skeletons.
A changed cosmetic keeps the game’s key, and its card is tagged CHANGED BY MOD. Every player with the mod sees the changed item where the game’s was.

Maps

Studio builds maps from a Blender scene (.blend or .fbx), a .glb / .gltf, or a Skater XL or Unity map bundle.
  1. Point Settings at your blender.exe, and install the Skate Map add-on from there.
  2. Add the map to the project: + beside Maps, or Create > Map from a Blender scene.
  3. Map view lets you fly around it and set collision, surfaces, grinds, lights, the spawn and more.
  4. BUILD & INSTALL installs it as its own mod, Mods\<map ID>. Keep the Map ID the same when you update a map.
Studio writes the map’s reskate-levels.json for you, and a loading screen from load_screen.png (or .jpg, .jpeg or .dds) in the scene’s assets\<scene name>\ folder. Without that picture, the loading screen is a checkerboard. Publish does not package maps. To upload one, add a manifest.json, icon.png and README.md to its folder yourself: see publishing a map.

Testing in the game

Test in game (Ctrl+T) saves the project, builds it together with the mods you enabled in Studio, installs it as Mods\<project title> and starts ReSkate. Close skate. first. Turn that folder off, or delete it, before you install your published version, so the two do not conflict.

Publishing

Publish (in the toolbar, and in the File and Build menus) checks the mod and saves it as a Thunderstore package or an .fbmod file, which other Studio users can open. The checks also warn about a cosmetic without its own store picture. The Thunderstore package is a zip with manifest.json, README.md and icon.png at its top and the built mod below them, ready to upload: see publishing on Thunderstore. Studio writes an empty dependencies list; add any your mod needs to the manifest.json in the zip.