important note: this txt files is copy and pasted to most of the models, so some of things mentioned here may or may not be
in the files themselves.

this just pretty much explains things about the model and textures

'SplitUV' - self explanatory, the original model uses three uv maps for the eyes.

in the textures, you'll see some textures have "_R" or "_A" in their names, that's cause these are separate channel textures split
from the original channel packed texture.

_R - red channel.
_G - green channel.
_B - blue channel.
_A - alpha (transparency) channel.

_RGB - this for a texture that has its alpha channel removed, mainly used for the shadow map texture.

there also other suffixes in the texture names such "n" or "m", here is what they mean.

n - normal map.
l - light map.
m - material map.
em - emission map.
s - shadow map.
env - environment map.
h - eye highlight texture/eye glint texture. (this one didn't have any info form some reason so I'll come up with my assumptions).

I am mainly gonna copy and paste info from the digimon modding community.

Light Map:

Controls the intensity and position of lights and shadows. 
It's usually a black and white version of the base color texture in the red channel (with some extra contrast), 
and the other channels completely white, giving a cyan look.

Material Map:

The red channel of the texture controls glossiness.
The green channel of the texture controls metallic reflection.
The blue channel is unknown. It's only used by a handful of models, such as Matadrmon/Matadormon.
The alpha channel of the texture controls rim light intensity.

-Glossiness (red channel):

Also called "specular", "reflectiveness" or "reflectivity". 
Adds a simple reflection to the material. The shape of the highlight is controlled by the shadow map. 
Areas painted white on the texture are reflective, while areas painted black have no reflections. 
This is commonly used for materials such as teeth, leather, horns, and claws.

-Metallic Reflection (green channel):

Adds a metallic effect to the material by using environment maps. 
Areas painted white on the texture appear metallic, while areas painted black have no metallic reflection.

-Rim Light Intensity (alpha channel):

Controls the opacity of the rim light that appears around the model, also known as Fresnel effect or inner glow. 
Areas painted white on the texture have a fully visible rim light, while areas painted black have no rim light. 
Most models use dark gray values in the alpha channel, making the rim light only slightly visible.

Emission Map:

Tells a material which parts of its surface emit light. 
The color of each pixel determines the color of the emission. Areas painted black on the texture have no emission.

Shadow Map:

The RGB values of the texture control shadow color and smoothness. 
The alpha channel controls the shape of the highlight when the material is glossy.

-Shadow Color:

The left edge of the texture defines the shadow color, while the right edge defines the light color.

-Shadow Smoothness:

Shadow maps typically use three colors to achieve a cel-shaded look. 
More detailed gradients produce smoother or more realistic shadows.

-Highlight Shape (alpha channel):

The alpha channel of the shadow map is used to generate the highlight shape. 
It is wrapped around a sphere, so a straight line at the top creates a circular highlight. 
Custom shapes can be added to generate unique highlight effects.

Environment Map:

Used when a material has metallic reflections to generate a "chrome" effect. 
These are special panoramic images made from six squares, each representing a different direction (front, back, left, right, up, down). 
They wrap around the character and simulate an environment for the reflection.

Eye Highlight/Glint Texture:

this texture is not exactly a map, it mainly projects on the model/eye texture itself, giving the eye a reflection.