resonator_12 PBR maps essentially. If you don't know what it is, just check on google
List of almost every PBR map possible in T6 :
_col or _c : Color map (Less brightness increases metalness)
NOTE : ( Color map glows depending on the brightness in Parallax materials such as W115 )
NOTE2 : ( Alpha Channel in a color map on alphatest materials define its opacity)
NOTE3 : ( Alpha Channel in a weapon color map defines the reveal map for basic camos like DEVGRU, etc.)
NOTE4 : ( A fully transparent pixel on a material that does not belong to the 2 previous categories will be turned into a white pixel )
spc&rgb with random numbers and many "~" : Specular map (RGB) and Glossness (A)
NOTE : (Neutral specular color hex code is #383838.)
c&rgb with random numbers and many "~" : Color map (RGB) and Reveal/blend (transparency) map (A) or Glossness (A)
_nml or _n : normal map (DX)
NOTE : Invert Green channel if you need to turn your GL Normal map into a DX Normal map (not required if your texture comes from another cod game)
NOTE 2 : ( Flat normal map color hex code is #8080FF but can also be #808000 depending your extraction method.)
_ao : Ambient occlusion (mostly weapons)
_ir : infrared emissive. R is static heat and G for fire heat
_reveal : Emissive map / glow amount of your camo (White = 100 & Black = 0)
_ember / _glow : Animated emissive map
_heat : Animated reveal map (White = 100 & Black = 0)
_e / _e1 / _e2 : emissive textures (mostly used in parallax materials such as W115 camo)
skybox_mode_level_ft : Skybox texture (must be extracted and exported as a DDS file - using NVIDIA's photoshop tools)
By the way, material types are called "TechniqueSet" in BO2.