A map project by petergowild

Los Santos for ReSkate

The whole city, street for street at 1:1, as 68 levels you can skate in skate. with ReSkate: from the airport up to the Vinewood hills and from Del Perro Pier across to Mirror Park.

Los Santos from above: downtown and the coast

Three mods, pick what suits you

The city comes as three separate mods. They do not clash, so you can enable one, some or all of them.

Sections

50 levels800 mWith props7.3 GB

The lightest way to play the city. Small levels load fast and keep the frame rate up; you switch level more often.

For: Lower-end PCs, and anyone who wants the best frame rate.

LosSantos_Sections

City

16 levels1.4 kmWith props5.3 GB

The same streets in fewer, larger levels: each one is four of the small squares put together.

For: Most players. Long lines with far fewer loading screens.

LosSantos_City

Big

2 levels2 kmNo props1.2 GB

Two huge levels with the street clutter taken out: a clean canvas of buildings, plazas, ledges and stairs.

For: Building your own spots with the game's builder, planning trick lines, and cruising a long way.

LosSantos_Big

Coming soon

One custom map with all the popular skate spots

A combined map of GTA that brings the best-known skate spots of the city together in one place, built for servers, so a whole session can skate the highlights without changing level.

Why the city is split up

All of Los Santos does not fit in one skate. level. The game has a fixed number of texture slots (20,480, and about 8,000 are used by the game itself) and a fixed amount of memory for meshes. A single 2 km level of downtown with everything in it needed about 15,000 more textures and simply hung on loading.

So the city is cut into levels that each stay inside those limits. Bigger levels mean fewer loading screens, but more held in memory at once and a longer view to draw; smaller levels are the other way round. That trade is the whole reason there is more than one version.

ModLevel sizePropsWhat you gainWhat it costs
Sections800 mYesFastest loading, best frame rateMore level switches
City1.4 kmYesFour times the area per levelHeavier; in the four densest levels the least visible textures are plain colours
Big2 kmNoThe longest lines without loadingNo street furniture; the heaviest levels

Props or no props

Props are the loose street-level objects of the city: lamp posts, benches, bins, bollards, fences, signs, planters, and most trees and plants.

With props: Sections, City

The streets as they really are, with everything standing where it stands in the original. Made for realistic skating: the spots are the ones the map gives you.

Without props: Big

A clean canvas. Every building, road, plaza, ledge and staircase is still there, but the clutter is gone, which is also what lets a 2 km level fit. Made for dropping your own rails, ramps and objects with the game's builder, for planning trick lines, and for just messing around.

Maps and level names

Every level is named by its place on a grid: a letter for the row (north to south), a number for the column (west to east), then the district. Click a map to see it full size.

Sections 50 levels, 800 m, with props

Map of the Sections levels
All 50 level names
  • LS-A1 Banham Canyon
  • LS-A2 Richman Glen
  • LS-A3 Vinewood Hills W1
  • LS-A4 Vinewood Hills W2
  • LS-A5 Vinewood Hills Mid
  • LS-A6 Vinewood Hills E1
  • LS-A7 Vinewood Hills E2
  • LS-B1 Pacific Bluffs NW
  • LS-B2 Richman
  • LS-B3 Rockford Hills N
  • LS-B4 West Vinewood
  • LS-B5 Downtown Vinewood
  • LS-B6 Vinewood Hills SE
  • LS-B7 Tataviam N
  • LS-C1 Pacific Bluffs SW
  • LS-C2 Pacific Bluffs SE
  • LS-C3 Rockford Hills S
  • LS-C4 Burton
  • LS-C5 Alta
  • LS-C6 East Vinewood
  • LS-C7 Tataviam S
  • LS-D2 Del Perro Beach
  • LS-D3 Vespucci Canals
  • LS-D4 Little Seoul
  • LS-D5 Legion Square
  • LS-D6 La Mesa N
  • LS-D7 Murrieta Heights
  • LS-E2 Vespucci Beach
  • LS-E3 La Puerta W
  • LS-E4 La Puerta E
  • LS-E5 Strawberry
  • LS-E6 La Mesa S
  • LS-E7 El Burro Heights N
  • LS-F2 Airport NW
  • LS-F3 Airport NE
  • LS-F4 Maze Bank Arena
  • LS-F5 Banning
  • LS-F6 Cypress Flats N
  • LS-F7 El Burro Heights Mid
  • LS-G2 Airport W
  • LS-G3 Airport E
  • LS-G4 Elysian Island NW
  • LS-G5 Elysian Island NE
  • LS-G6 Cypress Flats S
  • LS-G7 El Burro Heights S
  • LS-H2 Airport SW
  • LS-H3 Airport SE
  • LS-H5 Elysian Island SE
  • LS-H6 Terminal W
  • LS-H7 Terminal E

City 16 levels, 1.4 km, with props

Map of the City levels
All 16 level names
  • LS-A1 Richman
  • LS-A2 Rockford Hills
  • LS-A3 Vinewood
  • LS-A4 Racetrack
  • LS-B1 Del Perro
  • LS-B2 Little Seoul
  • LS-B3 Legion Square
  • LS-B4 Murrieta Heights
  • LS-C1 Vespucci Beach
  • LS-C2 La Puerta
  • LS-C3 Strawberry
  • LS-C4 El Burro Heights
  • LS-D1 Airport West
  • LS-D2 Airport East
  • LS-D3 Elysian Island
  • LS-D4 Terminal

Big 2 levels, 2 km, no props

Map of the Big levels
All 2 level names
  • LS-X1 North 2 km
  • LS-X2 South 2 km

Getting around

Levels overlap

Neighbouring levels share a 200 m strip, so you can skate a little way into the next level before you need to switch.

Bus stops

Each level has fast-travel stops for the districts inside it, and one at the edge towards every neighbour, named after it (for example "to LS-C3 (south)").

Loading screens and the pause map

Each level's loading screen shows it from above with its name and where it lies in the city, and the pause menu has a map of the level.

Interiors

The metro, tunnels, car parks and other interiors are in their real places, in every mod.

Example loading screen: Legion Square

Build it yourself

The levels are made by a set of open tools that read your own copy of GTA V and write ReSkate levels. Nothing from the game is in the repository: you point the tools at your install and they build the levels on your PC. That also means you choose the area, the size and the quality.

The tools on GitHub

What you need

The steps

  1. Set your folders. Copy config.example.json to config.json and fill in where GTA V, skate., ReSkate Studio and your ReSkate Mods folder are, and a work folder with room to spare.
    python lossantos.py check
  2. Prepare, once. Builds the tools and reads the collision, interiors and water of the map from your game (a few minutes).
    python lossantos.py prepare
  3. Build levels. Either one of the ready-made layouts shown on this page, all of it or only the squares you want,
    python lossantos.py build sections
    python lossantos.py build city --only B3,C3
    python lossantos.py build big
    or a level of your own, anywhere on the map:
    python lossantos.py level Pier --region -2000,-1700,-1200,-700 --spawn -1630,-1010
  4. Pack and install. Merge a layout into one mod (shared data is stored once) and copy it into your Mods folder.
    python lossantos.py pack city
    python lossantos.py install LosSantos_City

Choosing where

A region is a box in the map's own coordinates, in metres: --region west,south,east,north. X grows to the east and Y to the north; Legion Square is at about (195, -934), the airport around (-1200, -2900), the Vinewood sign near (710, 1200). --spawn x,y is where you start; the tools put you on the nearest open road. The grid maps above are drawn in the same coordinates: the small squares are 600 m, starting at x = -2500 in the west and y = 1200 in the north.

Choosing size and quality

OptionWhat it doesGuide
--region sizeHow much of the map is in one level800 m runs everywhere. 1.4 km is fine in most places and needs --max-textures downtown. 2 km needs --no-props as well.
--no-propsLeaves out street furniture and most plantsA clean canvas, and a far lighter level.
--no-interiorsLeaves out the metro, tunnels, car parks and shopsSaves textures where you do not need them.
--textures 256Largest texture side in pixels256 is the default; 512 is sharper and about three times the size.
--detail 1Which of the game's model versions is used0 is the best, 1 the default, 2 and 3 are lighter.
--max-textures 5400Keeps the most visible textures and turns the rest into flat coloursThe game has a fixed number of texture slots; about 5,400 per level is safe. The tools tell you how many a level has.
--far-view 0.03How detailed the distant city is0.03 is light; up to 0.5 looks better on open ground and costs memory.

There is also python lossantos.py model, which writes any region, or the whole map, as an ordinary glTF 3D model for other uses.

About

I'm petergowild. I built this over several days because I really love skate. and GTA, and I wanted to see the two together.

It was made partly with the help of Claude, Anthropic's AI assistant, which wrote the exporter and the build tools; the direction, the testing and the many rebuilds were mine.