The theory behind the TXI system is to attach properties to a certain texture. When a texture is loaded in game, the engine looks for an accompanying TXI file - recognized by having the exact same name as the texture but with the TXI extension. If the game engine does not find a TXI file, it simply loads the texture by itself. Inside the TXI file can be one or more attributes assigned to the texture, such as texture warping (for water and lava), environment mapping effects, animation, etc.
Note this is a work in progress page - if Bioware didn't use it it probably won't work well/at all, while if they did we might have some notes below on how it works.
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Material Specific Fields
These fields go in the TXI file for the base texture. That is, do not specify these fields in the bumpmap or environment map TXI files - they will be ignored.
From the source code these are all the valid fields. As mentioned at the top of this page many may not work as expected or at all, but are, at least, not going to crash the engine if included.
Texture Related Fields
proceduretype filerange defaultwidth defaultheight downsamplemax downsamplemin mipmap filter maptexelstopixels gamma isbumpmap clamp alphamean isdiffusebumpmap isspecularbumpmap bumpmapscaling specularcolor numx numy cube bumpintensity temporary useglobalalpha isenvironmentmapped pltreplacement
Font Related Fields
numchars fontheight baselineheight texturewidth spacingR spacingB caretindent upperleftcoords lowerrightcoords isdoublebyte fontwidth numcharspersheet dbmapping cols rows
Material Related Fields
bumpmaptexture bumpyshinytexture envmaptexture bumpreplacementtexture blending decal