No prizes for guessing that the Face menu contains the commands that allow you to manipulate the faces on a model.
The following dialog box will appear, in which you can specify the vertices that will become its corners. .BIN models can have three or four sided faces, so there are only four input fields on this window (to get a three-sided face, leave the last field as -1).
On the right half of the dialog window you can specify the properties of the texture that will be mapped to this face. Colour 0 (pure black on the texture) can be specified as being black or transparent, but you can change this at any time so it doesn't really matter what you specify when you first add the face.
Any added faces will get the first texture in the texture pool (which are arranged alphabetically by filename). To change the texture, select the face and press Shift+T to select a new texture from the pool.
Here I've selected one of the faces on the tailgate of Bigfoot (face # 9, if you're interested) - note the pink tint which shows it is the current face. This face is visible from our point of view, and invisible from within the model itself.
By executing the Flip Face command, the face becomes invisible from our point of view and visible from within the model.
If I execute Flip Face again, the face will be flipped back to its original direction.
Here I've still got the same face on the tailgate selected, however I've toggled Textured mode on - you can still see the pink tint over the Bigfoot logo on the tailgate.
Here I've executed Flip Texture Y - the logo on the tailgate is now inverted.
If I execute Flip Texture Y again, the logo will be flipped back right way up.
Here I've executed the Rotate Texture command - the logo has been rotated 90 degrees from its original position.
If I execute Rotate Texture again, the logo will be upside down - execute it two more times and the logo will be back to its original orientation.
Here you can specify which axis the faces are facing along, and up to how many degrees away. The result of my selections, above, can be seen here below - BINedit has tagged all the faces that satisfy the selection criteria I specified, and they appear tinted green:
... we can view its properties:
BINedit displays the face type, vertex numbers, texture name, and texture image (which is reversed) and an outline on that image that shows where this face is mapped.