BINEDIT 2.0+ ILLUSTRATED
Adding Faces, Types, & Vertex Order

| Time to add some faces and give you model some skin. |
| Assuming your vertex model is already open in BinEdit go to the Face menu and select Add. Before the Add New Face dialog box will open, BinEdit will ask you to choose a raw texture file from your art folder to associate with the new faces you're about to create. Once you select a texture you'll see this dialog box open up. Allow me to explain a couple things about this box before we add any faces. |
| The upper left area is obviously where we enter the vertice data that BinEdit will use to assign the face to. Vertex 1, Vertex 2, Vertex 3, and Vertex 4 Do Not designate the actual vertex numbers but rather the vertex Face Order. You see, the vertex order must be entered in a clockwise fasion as you face the model. For instance to add face 1 shown in the picture above we would enter Vertex 1 [ 0 ], Vertex 2 [ 1 ], Vertex 3 [ 2 ], and vertex 4 [ 3 ] in that order from top to bottom like this. If you enter the vertex numbers in reverse/counter clockwise the face will still be added but it will be flipped and only visible from the inside of the model. |
| The Vertex 4 box is labeled (optional) because it's only used when creating square faces, it's left at -1 (null) when creating triangular faces |
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Face Type: (only the blue face type options are used in MTM2) |
| 0x19 Ignore Texture Coordinates [MTM] |
| 0x0E Hellbender Face Type |
| 0x18 Normal Texture [MTM] Best for flat, square, or rectangular models. (buildings & signs) |
| 0x29 Shiny Texture [MTM2] Best for round, curved and cylindrical models. (vehicles & such) |
| 0x11 Transparent Color #0 [MTM] Only used for backdrops in mtm2 and MTM1 transparencies. |
| 0x33 Transparent Color #0 [MTM2] All MTM2 transparent models must use this face type. |
| 0x?? Unknown Face Type |
| Select a face type that best suits your model. Note, you can easily change face types later if you like, but for now select something that's MTM2 compatable. |
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