Below is a list of variables and types used in a program I have been working on based on XSI format documentation that I tested and modified to fit the older version we use.
Note that BZ2 probably ignores a lot of this but this is the exact format information. Probably no one else has this.
';' is between variables
',' is between sub-values of the same variable
string - imageName - Name of the image file. ;
int - mappingType - Type of mapping used to associate texture image to the geometry. ;
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0 = XY projection
1 = XZ projection
2 = YZ projection
3 = UV map (unwrapped)
4 = UV map (wrapped)
5 = Cylindrical projection
6 = Spherical projection
7 = Reflection map
int - width - Number of horizontal pixels in image. ;
int - height - Number of vertical pixels in image. ;
int - cropUMin - Start the cropping region in U. ;
int - cropUMax - End the dropping region in U. ;
int - cropVMin - Start the cropping region in V. ;
int - cropVMax - End the cropping region in V. ;
boolean - UVSwap - Indicated if the U and V orientations are swapped. ;
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When FALSE, U goes from 0.0 (left) to 1.0 (right) and V goes from 0.0 (bottom) to 1.0 (top).
When TRUE, U goes from 0.0 (top) to 1.0 (bottom) and V goes from 0.0 (right) to 1.0 (left).
int - URepeat - Number of horizontal repetitions of the image ;
int - VRepeat - Number of vertical repetitions of the image ;
boolean - UAlternate - Mirror texture horizontally when tiling ;
boolean - VAlternate - Mirror texture vertically when tiling ;
float - UScale - Scaling of image in U. ;
float - VScale - Scaling of image in V. ;
float - UOffset - Offset of image in U. ;
float - VOffset - Offset of image in V. ;
4x4 float matrix - projectionMatrix - Texture projection matrix ,,,,,,,,,,,,,,,;; (note it ends with 2 semicolons after the 16 floats)
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Description from the documentation of a higher version that is still relevant: To compute the UV texture coordinates, you need to transform the geometry using the inverse of the texture projection matrix. This generates vertex positions in the the projection coordinate system. Then you compute the actual projection of the geometry into the UV domain defined by the projection method.
int - blendingType - Type of blending between texture and material attributes ;
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1 = Alpha Mask
2 = Intensity Mask
3 = No Mask
4 = RGB Modulation
float - blending ;
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Normalized contribution of texture attributes (ambient, diffuse, specular, transparency, reflectivity).
Note: When blendingType is No Mask, this value corresponds to the Overall Blending parameter in the 2D Texture dialog box. Otherwise, this value is multiplied with either the alpha channel or the RGB intensity of the image pixels.
float - ambient ;
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Normalized contribution of texture pixel colors to the material ambient color.
The weight used to normalize the contribution is a scalar and is multiplied by the average intensity of the global ambience.
Note: When this value is 0.0, SI|3D uses the material ambient value. Otherwise, the texture ambient value is multiplied with the atmosphere ambience, and then blended with the material ambient color according to the blending value.
float - diffuse ;
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Normalized contribution of texture pixel colors to the material diffuse color.
Note: If this value is 0.0, then SI|3D uses the material diffuse value. Otherwise, it blends the texture diffuse value with the material diffuse color according to the blending value.
float - specular ;
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Normalized contribution of texture pixel colors to the material specular color.
Note: If this value is 0.0, then SI|3D uses the material specular value. Otherwise, it blends the texture specular value with the material specular color according to the blending value.
float - transparency ;
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Normalized contribution of texture pixel colors to the material transparency level.
Note: If this value is 0.0, then SI|3D uses the material transparency value. Otherwise, it blends the texture transparency value with the material transparency color according to the blending value.
float - reflectivity ;
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Normalized contribution of texture pixel colors to the material reflectivity level.
Note: If this value is 0.0, then SI|3D uses the material reflectivity value. Otherwise, it blends the texture reflectivity value with the material reflectivity color according to the blending value.
float - roughness ;
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Bump mapping intensity and/or displacement of geometry along surface normals.
For bump mapping, mappingType determines the axis frame or bump basis vectors, which displaces the normals (according to the differences in values between neighboring pixels along the U and V axes).
Do note that the height and width of the texture are only used as the basis for all the numbers that follow, they are simply scaled to match whatever the actual resolution of the texture is. In some modeling formats, this is expressed as a % of the image width and height where 0.0 is the most left and 1.0 is the most right (unless mirrored) but for XSI it uses an actual concrete integer allowing you to more easily fit the texture pixel perfect.