The creators of this app has NO association with TheC64 team, and it is NOT endorsed or in any way linked to TheC64 developers.
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TheC64 Game Maxi Tool is a tool designed to let you create a custom firmware .bin file to inject your favorite Commodore 64 games into the carousel UI of both TheC64 Mini and the Maxi computer.
This can be accomplished without altering your TheC64 device’s hardware or wiping out the actual operating system of the unit. This makes it safe to use and revertable; best of all - anyone can use it without any advanced technical skills or hardware experience.
Instructions - Quickstart - How to add games the easy way:
1. Use the 'Add' button to choose a game and input some game info.
2. Press 'Make FW' to open the custom firmware dialog
3. You can select 'Backup games' and 'Backup nand' if you would like to do so.
4. DO NOT SELECT THE 'Delete all games first'
5. Press the 'Make' button to make the firmware and then save it to your working USB stick
6. Go to your TheC64 and do a firmware update.
7. You should now see all your new games after a reboot.
1. Use the 'Add' button to choose a game and input some game info.
2. Press 'Make FW' to open the custom firmware dialog
3. You can select 'Backup games' and 'Backup nand' if you would like to do so.
4. DO NOT SELECT THE 'Delete all games first'
5. Press the 'Make' button to make the firmware and then save it to your working USB stick
6. Go to your TheC64 and do a firmware update.
7. You should now see all your new games after a reboot.
You can also sync your TheC64 and this tool. If you want to do that, you can also delete games, This is not recommended for users that don't have root access to the TheC64 and can fix things if they go wrong. How to do this is described in the PDF in the download section.
Good luck !
Good luck !
Status | Released |
Category | Tool |
Platforms | Windows |
Rating | |
Author | Megastyle |
Tags | Commodore 64, maxi, mini, retrogaming, thec64, tool |
Install instructions
Download the zip file and read the PDF documentation. If you do not like to read instructions, there is a complete youtube manual made by Shane Monroe embedded on this page, and on his webpage The C64 Mini Zone.
Keep in mind, This Tool is primary made for TheC64 Maxi, but it is tested and works fine on TheC64Mini aswell. If you do not know the internal differences between the Maxi and the Mini, this tool might not be for you, It is strongly recommended that you have root access (FEL or UART) to your TheC64, so you can correct any problems caused by the tool.
The tool has NO WARRANTY, and we take no responsibility if TheC64 or TheC64 Mini stops working after use.
Download
Updated Docs 280220 - TheC64 Maxi Game Tool.pdf1 MB
Log in with itch.io to leave a comment.
Thanks for this tool, it's great! Would be possible to implement adding multi-disc games?
I'm exited to be able to add my favorite C64 games to the carousel.
The tool has a great UI and is easy to use. I like!
The tool has a great UI and is easy to use. I like!
The original Carousel manages multiple languages.
If I use a non-English language, will I still see the text to descriptions?
Leider gehen nur Ausschliesslich englische Texte, und auch NUR die werden angezeigt
Unfortunately only English texts are accepted, and ONLY those are displayed
This is great, finally I have my favorite games on The C64 mini and maxi.
To jest świetne, wreszcie mam moje ulubione gry na C64 mini i maxi.
これは素晴らしいです。最後に、C64 miniとmaxiでお気に入りのゲームを手に入れました。
A downloadable unreal engine plugin for Windows
Mesh Tool is an mesh editor for Unreal Engine. It allows you to edit mesh assets and prototype props and levels in Unreal Editor.
Mesh Tool Youtube Playlist
Mesh Tool User Guide (WIP)
Discord
Unreal Forum Support Post
Design Goal:
Make a mesh editor in unreal editor to:
- Adjust exiting static meshes (fine tune mesh, make variation, fix mesh issues)
- Block out level with static meshes
- Prototype low-poly mesh assets
- Not introducing proprietary mesh format, prefer working on game ready mesh directly
List of Features:
Select & Transform
- Vertex/Edge/Face/Object Mode
- Select/Translate/Rotate/Scale elements
- Vertex Snap
- Delta Transform
- Marquee Select (Add or Subtract Mode)
- Marquee Select Ignore Backfaces or Occluded Elements
- Select Coplanar Faces
- Select Connected Parallel Edges
- Select Linked Elements
- Select Border Edges
- Select By Material/By Smoothing Group
- Convert Selection between Vertex/Edge/Face
- Show/Hide Transform Widget
- Customizable Transform Widget Pivot
- Focus on Selected Element or Editing Mesh
- Toggle Vertices/Edges/Backface Edges Display
- Hide Selection Display
- Customizable Vertex/Edge/Face Display Options
Vertex Op
- Create Face from Selected Vertices
- Delete Orphan Vertices
- Collapse/Weld Vertices
- Align Vertices
- Set as Ruler
Edge Op Wifi signal 4 2 2 cheats.
- Split Edge
- Turn Edge
- Bridge Edges
- Extrude Edges
Face Op
- Draw Quad on Customizable Draw Plane
- Flip Faces Normal
- Extrude Face
- Inset Face
- Delete Face
- Delete Invalid Faces
- Duplicate Faces
- Separate Faces
- Assign Smoothing Groups
- Assign Material to Individual Faces
Texture Map (UV) Op
- Planar(Wall/Floor)/Box/Fit Mapping
- Pan/Rotate/Scale/Flip UV
Object Op
- Flip All Faces Normal
- Weld All Vertices
- Recompute Normal
- Insert Primitive
- Hide/Show Other Actors
- Auto UV
Mesh Op
- Save/Duplicate/Browse to Current Editing Static Mesh
Technical Details:
- Full c++ source code included, works with both Launcher and Github builds
- Works with both c++ and blueprint only projects
Change Log:
1.1.11.2
- Poly Inset precision improved
- Fix potential material shift due to section material mismatch
1.1.11.1
- New: Add Brush Select
Alt + B to toggle, Drag to select, Ctrl + Drag to de-select
Shift + Drag to change brush size, Spacebar to clear) - Fix: Fit 0-1 texture map
- Fix: Duplicate single face from a quad make it invisible
1.1.11
- New: Add native Quad support, now quad data is persistent
- New: Add Insert Edge Loop interactive mode
- New: Dissolve Edge / Remove Edge Loop
- New: Add/remove/copy a UV channel
- New: Add separate vertex
- New: Add option to display uv in first viewport or first top view
- Improve: Add select toolbar icons
- Improve: Select edge loops / edge rings respect native quad
- Improve: Add open draw polygon tool button in object category
- Improve: Render DrawPolygonTool drawing with PDI
- Fix: UV Widget uv pivot was always using last selected face
1.1.10.8.4
- Fix: Linker error when packaging project wish vs 2017 (unresolved external symbol __CxxFrameHandler4)
1.1.10.8.3
- Fix: Crash when switching edit mode from Mesh Tool to Mesh Paint (thanks Mariusz.Szaflik)
- Fix: Can't package project when MeshModelingToolset plugin is enabled (thanks Mariusz.Szaflik)
1.1.10.8.2
- New: 4.25 support
- Fix: Global symbol conflict in shipping build (thanks omega)
1.1.10.8.1
- Fix: Non-unity build and Mac build
1.1.10.8
- New: Can display secondary uv channel in viewport
- New: Add UV Project
- New(4.24+): Add plugin dependency to GeometryProcessing and ProxyLODPlugin to utilize the new DynamicMesh3 based operations
- New(4.24+): Add Auto Unwrap UV
- Fix: Display polycount in viewport with dpi scaled
- Fix: Weld vertices leave invalid faces undeleted
1.1.10.7
- New: Add option to display polycount in level editor viewport
- New: Add Copy UV Channel
- New: Add or remove a UV channel
- New: Add Pack UV
- New: Add option to apply pivot changes to all LODs
- Improve: Build lightmap uv now use engine built-in algorithm
- Improve: Now can set which uv channel to diaply in viewport
- Fix: Marquee select wont select partical occluded faces in strict mode
- Fix: documentation not been packaged in marketplace release
1.1.10.6
- New: Add edge loop select; Support select edge loop between 2 edges, can specific prefer shortest or longest path between start/end edges
- New: Add select toolbar
- New: Add Angle Select shortcuts to select toolbar
- New: Show change log by click on 'Change Log' text in status area
- Fix: Lighting cache not been invalidated after edit
- Fix: Warn user when selecting mesh with auto generated LOD
- Fix: Mulit-thread ray tracing occluded elements getting random result
- Code: MeshToolCommon module to share code for both editor and runtime module
1.1.10.5
- [New] Add OrbitCameraAroundViewCenter option in Select category to override level editor's Orbit camera around selection option (which lead to undesirable orbit behavior in element selection mode)
- [New] Add experimental auto rebuild quad map option, when off will stop the quads been built dynamically
- [Fix] Fix potential crash when remove elements
- [Fix] Fix select vertex not working when backface option is on
- [Update] Change the default overrided global near clipping plane from 1.f to 5.f (to avoid selectfrum shifting when view reaching WORLD_MAX)
- [Update] Override global near clipping plane option is default to off and clamped between 1cm to 20cm
- [Update] Show quad options in vert/edge category when UseQuadDisplayInVertexMode or UseQuadDisplayInEdgeMode option is on
- [Update] Improve select elements when object scale reaching WORLD MAX
1.1.10.4
- Fix select wrong elements when inside mesh
- Now select back faces will always include occluded faces
1.1.10.3
- Fix Static Mesh with outdated import version been modified the first time been selected
- Now need to mannually Upgrade Static Mesh Version to edit a Static Mesh with outdated import version
- Add number of uv channels display in status panel
- Now build and sync lightmap uv always use lightmap uv index greater than 0
- Fix crash when garbadge collection triggered in level editor
- Fix proxy mesh material not been saved in right engine version
1.1.10.2
- Add Fit 0-1 in Align Texture Map (replace old Fit algorithm) to fit Quad/Face in 0 to 1 uv space
- Fix vertex display not been updated after transform
Text extractor 1 6 07. 1.1.10.1
- Fix potential crash when inserting primitives
1.1.10
- Add Proxy Mode for editing high poly model
- Add search box to search options in current panel
- Add Mesh name nad folder options (in Mesh Editing Optins)
- Improve rendering performance
- Add option to cap maximum vertices rendered in vertex edit mode (defautl 100k)
- Move vertex snap options to transfrom category
- Vertex Snap now default to ignore backface verts
- Hide edge display also hide selected edges display now
- Fix invalid lightmap setting when insert primitive
1.1.9
- Add Auto Match UV
- Add option to specific mesh naming pattern
- Add option to always save mesh in current content browser selected path
- Add option to display selection box around selected element in game view
- Add option to save load Cut Plane in world space
- Performance improvement on Delete Faces and Remove Orphan Verts on large mesh
- Build Lightmap UV now use setting from StaticMesh instead of build setting
- Get rid of EditableMesh plugin dependency
- Add Fixed Location option in UV Widget to always put UV Widget pivot back to original position after editing
1.1.8
- Rework Flow UV and Match UV
- Add Align UV
- Adding Copy/Paste Selected Faces
- Add option to not always display selected edges in foreground
1.1.7
- Add Edit UV with Widget directly in level editor viewport
- Start adding embed documentation (can be accessed via tooltip or help button)
- Add select edge ring (Alt + double click) Add delete all connected faces option and make it default when delete edges
- Change DoubleClick select all connected behavior to only activated with Shift key pressed
- Improved Vertex snap for mesh in large scale
- Fix Flattern Face Options not displaying
- Fix PolyInset Preview flickering issue
- Fix extrude face with X key mess up UV when auto-uv option is on
- Fix potential crash when deleting not selected faces
- Fix potential memory leak when FSceneViewFamilyContext should be use to cleanup references
1.1.6.2
- Hotfix for 4.22 editor crash when creating new static mesh
1.1.6.1
- Hotfix for Mac module loading issue
1.1.6
- Add Bevel Edge
- Improve Vert and Edge click select and Vert Snap by respecting mesh world scale
1.1.5
- Bridge Edge now can generate Arc (Bezier or Circle)
- Add Fill Face Add Interactive editing mode for Scale Inset and Poly Inset
- Add option to auto apply auto smooth to mesh
- Add Select Face Material in content browser
- Add Reset Settings to Default
- Add Estimate Texture Map Scale in status box
- Fix toggle edge selection with alt key not working properly
- Fix Poly Inset will delete selected faces if input is invalid
- Fix lightmap uv generated from Build and Sync Lightmap UV not persistent after editor restart
- Fix Bridge Edge generated faces sometimes crossing each other
- Fix Bridge Edge might causing material shifting
- Fix potential material shifting causing by section hole
- Select Coplanar threshold is now in degree
- Significant Performance improvement on Select Coplanar faces
- Now turn off GenerateLightmap/RecomputeNormal/RecomputeTangelt flag in Static Mesh Buildsetting when saving mesh
- Change default SmoothType to AutoSmooth, and the AutoSmooth Angle to 30 degree
- Rename Local Transfrom Coord's Local to Object
1.1.4
- Fix Assign Material regression bug in 4.20
- Now can override near clip plane of level editor viewport (Object mode -> Options -> General )
- Upgrade static mesh import version automatically when open for editing
- Face select color's alpha is working properly now
- Features depends on thjrd-party libraries are disabled on non-win64 platform
1.1.3
- Add 4.20 support
- Add Knife tool [WIP]
- Add Quad inner edge display option
- OpenSubdiv now default not applying Auto UV and not selecting subdived mesh afterward
- OpenSubdiv now support more than 1 material
- Fix OpenSubdiv UV not generated correctly when Polygon Type is set to Quad
1.1.2
- Add Inflate Vertices
- Add Merge Actors and Continue Editing
- Add option to enable Vertex Snap to other actors
- Add Set Mesh Pivot to Actor Pivot Offset
- Add hotkey support for enabling slab transform mode
- Add hotkey support for drawing quad/circle/box
- Now Quad will default keep texture border and has convex check
- Now Ignore Backface also works for clicking select (was only works for marquee select)
- Improve backface Quad rendering
- Start adding embed documentation as tooltip
- Fix DebugGame build
- Fix Plane Cut lost material assignment due to section info map not been properly rebuilt
1.1.1
- Mesh Boolean can now project material from source meshes
- Add Two Side option to Extrued Edge
- Add Auto Weld Vertices after Move option
- Add Stay in Plane Cut Mode option to Plane Cut
- Add Hide Display In GameView option
- Improve Vertex and Edge selecting when click on empty space
- Improve real-time Quad build speed
- Improve real-time Quad build quality
- Doube click will now select all connected elements
- Draw Box can now drag to set box height
- Fix invalid lightmap setting when origin mesh has only one uv channle
- Fix deleting selected faces when Slab Transforming will crash editor
- Fix OpenSubdiv only works properly after click Reset first
- Change Switch to Object Mode hotkey from 0 to 5
- Improve command status text output
- Improve UI buttons responsive
1.1.0
- New UI
- Add Quick Select/Transform option bar
- Add Mesh Cleanup Tool
- Add Experimental OpenSubdiv Tool
- Add Experimental Mesh Boolean Tool (unstable)
- Add Poly Inset Tool
- Refactor Draw Polygon into tool menu
- Fix potential Assign Material causing editor crash due to a pointer not been dereferenced properly
- Fix Display Backface Vertex not working properly
- Fix potential Vertex Snapping crash when Vertex Snap Ignore Backfaces option on
- Major code refactoring, move core mesh editing logic into new MeshToolRuntime module
1.0.9.3
- Add option to force selected face color render in foreground
1.0.9.2
- Fix potential editor crash due to mesh been built twice
1.0.9.1
- Fix regression of Assign Material
- Fix potential editor crash when delete/attach/detach faces
- Add option to use Ctrl instead of Alt as Multi-Select and Toggle Select key
- Now StaticMesh's ImportVersion will be updated to latest version before assigning material
- When in Game View, don't draw vertex/edge/faces selection
- When creating new plane/cube mesh, don't focus the viewport to it automatically
- Now new plane/cube mesh will has defaut lightmap uv generated
- Now proper defautl material will be assigned to new plane/cube mesh and lofted mesh
- Add 4.18 support; Drop 4.15 support
1.0.9
- Add UV viewport display
- Add new Mesh Tool toolbar icon; Now invoke Spline Loft from toolbar
- Now can Spline Loft into new static mesh
- Add Align UV to UV Grids
- Add Clamp UV
- Now can choose which UV channel to edit
- Now can save generated lightmap UV into rawmesh
- Fix Delete Faces/Detach Faces/Assign Material might cause material shift
- Fix Vertex Snapping not turn off after exiting Slab Transform
1.0.8
- Add Attach/Detach Mesh
- Add Loft between Spline Actors
- Add Absolute Location option to display and set absolute world position of current selected elements
- Add Extrude Edges Auto Normal option to generate consistent face normals
- Add Extrude Edges option to flip generated face's normal
- Add Ctrl + End hotkey to snap custom transform pivot or current transform widget to grid
- Now can select and transform any actors in Object Mode
- Add Generate Lightmap UV
- Add Set Collision Use Complex As Simple
- Plane Cut now take Quad into account in Quad Mode
- Restore Viewport Antialiasing setting after exiting Mesh Tool
- Change Mesh Tool module LoadingPhase from Default to PostEngineInit
- Enable snap custom transform pivot to selected vertices
- Support building in non-unity mode
- Drop 4.14 support
- [SlabTransform] Enable WASD navigation when not right click on mesh faces
- [SlabTransform] Add option to only start drawing box when right double clicking
- [SlabTransform] Add option to transform coplanar faces even they're not connected
1.0.7
- Add Slab Transform Mode for widget free level blocking
- Add Set Mesh Pivot to mesh center or current widget location
- Add Create Static Mesh from Scratch (Plane and Cube)
- Add Draw Box
- Add Material management options (Compact/Override/Revert)
- Add Marquee Select Strict Mode option, while off will allow select edge or faces by select only partial vertices
- Build mesh silent mode works on 4.16 too (previously only works on 4.15)
- Now SkipGenerateDistanceFields option default is on
- Fix Plane Cut might cause editor crash when cut result face area is zero
- Fix Create Face from Vertices might cause editor crash when selected vertices count is less than 3
- Fix Marquee Select not works properly in Quad Mode
- Fix Marquee Select Edge not working when IgnoreBackfaces is on
- Fix Draw Plane Axis' default orientation
1.0.6.2
- Unreal Marketplace Release Build
1.0.6.1
- Enable Quad Toolbar icon
1.0.6
- Add experimental Quad support
- Add Match Face Texture Map
- Add Match Quad Texture Map
- Add Flow Texture Map
- Add Plane Cut
- Add Auto Smooth
- Organize UI in groups
- Now can use rotation widget to rotate Draw Plane
1.0.5
- Add Mirror Faces
- Add Draw Circles divisions
- Add flattern selected faces command
- Add Insert Edge Loop Offset option
- Add Static Mesh dirty label and save mesh button
- Add option to delete left over vertices (orphan vertices) when deleting faces and edges
- Add option to enable switching mesh in elements mode
- Add option to display command notification
- Enable Pan/Rotate/Scale texture map in Edge Mode
- Rotate/Scale texture map now base on selection center instead of origin
- Fixed Insert Edge Loop should prefer coplannar faces route
- Fixed Pan/Rotate/Sclae Texture Map button not repsonsive
- Fixed Extrude Edge on 90 degree generate flipped faces
1.0.4
- Add Draw Circle
- Add Insert Edge loop
- Add Delete Vertices
- Add Delete Edges
- Add button to force rebuild mesh distance fields
- Add Normal as new Local Transform Coord option
- Improve De-select Edge by Alt key, now can de-select shared edge from other side
- Fix Bug when LocalTransformCoord set to world, cached transform not been updated
1.0.3
- Add Auto UV Scope option, can now apply auto uv on modified/linked/all mesh elements
- Add Suppress Distance Fileds Generation option
- Now Draw Quad plane display correctly in Ortho viewports
- Now Draw Quad will use Auto UV Scale Override when Auto UV option is on
- Ignore Backface Select and Ignore Occluded Select now works on edges/faces select too
- Vertex transform widget rotation align to face transform widget rotation when Orient Vertex LocalCoord To Edge option is off
- Fix bug Draw Quad not update correct mouse position for display
- Fix potential editor crash when changing viewport layout in Draw Quad mode
- Fix bug undo Extrude Faces and Bridge Edges did not update widget location
- Fix bug when undo Duplicate faces by Alt key no undo Auto UV correctly
- Start code refactoring for Blueprint based mesh editing api
1.0.2
- Customizable hotkeys
- Add Auto UV Texture Map Scale Override
- Add Orient Vertex Local Coord to Edge option
- Now can use Alt + Middle mouse to move custom transform pivot
- Add MeshTool settings page in editor preference; Move proxy mesh support to experimental category
- Fix StaticMesh been built twice
1.0.1
- Add Draw Quad as Tile
- Add Draw Plane manipulation
- Add Custom Transforming Pivot indicator
- Faster mesh build time
1.0.0
- Marketplace build
0.9.9
- Select Connected Parallel Edges
- Set 2 vertices as Ruler
- Pan/Rotate/Scale UV
- Flip U/V
- Delta Transform
0.9.8
- Draw Quad on Customizable Draw Plane
- Hide/Show Other Actors
0.9.7
- Close Beta
Licensing
- DRM-Free,
- Full source code included
- Requires one license per seat
Updated | 10 days ago |
Status | In development |
Category | Tool |
Platforms | Windows |
Rating | |
Author | marynate |
Made with | Unreal Engine |
Tags | plugin, sourcecode, Unreal Engine |
Links | Support |
Purchase
In order to download this unreal engine plugin you must purchase it at or above the minimum price of $50 USD. You will get access to the following files:
Development log
- Mesh Tool 1.0.7 UpdateJul 29, 2017
- Mesh Tool 1.0.5 UpdateJul 06, 2017
- Mesh Tool 1.0.3 UpdateJun 13, 2017
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