Hello there. Somehow FP's activation mail kept getting refused by the German mail provider I'm with, so I had to register twice and leave a dead "Shrinker" account :(
Let me make a few statements on all posts posted so far:
TH3_L33T: Yeah, Hammer is easy to learn. My tool is there to augment the process, to help make brush work faster, not to replace hammer.
Technopath: There is no feature to merge together all eligible brushes. There is a feature to merge together the selected brushes, to be used when they properly line up.
hexpunK: There is no SDK dependency at all, and it is a portable application.
IRN Zombie: props no, textures yes, entities no
Technopath: It works a little different. Textured faces (with a string property named "material") are visualized in green color. There is a feature, enabled by default, to emphasize faces with the current value. As you click to pick the current texture value of a face, all those with the same value become highlighted. During conversion, only textures and brushes are preserved at the moment.
Magman77: Only those faces which do not have a texture assigned will be nodraw.
kukiric: But Microbrush is such a beautiful name, isn't it? :D What are you referring to afterwards? The grid is part of the 3D world, so I'd consider it a 3D grid. Also, the interface is just there to train you to get used to the shortcuts. You can always see the shortcuts assigned to a function if you rightclick it.
esalaka: Yeah, if you got used to the shortcuts, it should make brushing faster. That was actually the intention :D
limulus54: Yeah I know, experimenting with new paradigms here. For a nice overview, you can always go to the converters directory and dump an SVG graphic of your map. X/Y/Z should be easily distinguishable for you though, no matter where you are. By default, there is a little direction guide to the bottom left.
IRN Zombie: Two friends have already agreed to making tutorials, but real life is holding them back :( And I lack the time too. Maybe someone who got used to the tool could make a tutorial sometime...
war_man33/Technopath: Once you got used to this kind of interface (= no graphical interface, just visual aids), you might appreciate the immersive experience it offers :9
war_man33: Facedrag only drags faces along the brush normals, just like in Radiant. It is a feature that is difficult to explain, yeah. There is no shearing or vertex editing, as those require quite an extra effort I am not willing to make yet. Those require converting the brushes to a mesh representation, and I must also prevent malformed brushes... A friend once claimed that vertex editing is such a simple feature, but here, it is not, because the brushes and means of manipulating their planes are what this whole thing evolved around.
GiGaBiTe: Quake-style patch meshes are in my plan.
war_man333: The measurements are defined by what the converter for the target platform does. In this case, one default grid unit is 16 Source Engine units wide.