Thanks to Bushlurker in this post for explaining the logic behind the naming of BIS road objects. The following examples are by him, recreated here for convenience.
"kr_t_asf1_asf2" - for example, means...
kr = crossroad/keypart piece
t = T-junction
asf1 = main road type (A thru to B)
asf2 = "side" road type (C)
"kr_x_asf1_asf3"
kr = crossroad/keypart piece
x = actual crossroads
asf1 = main road type (A thru to B)
asf3 = "side/cross" road type (C thru to D)
HomerJohnston also provided good information in this thread regarding the nomenclature of the straight pieces:
asf 6 = straight 6.25m
asf 12 = straight 12.5m
asf 25 = straight 25m
asf 10 25 = 10 deg. turn with 25m radius
asf 10 50 = 10 deg. turn with 50m radius
asf 0 1000 = 0.5 deg. turn with 1000m radius (unusable?)
city - Two lanes, white center dashes. Curbs on both sides, leaves piled up at edges.
asf1 - Two lanes, white center dashes, solid shoulder dashes. "Poured" edge.
asf2 - Two lanes, white center dashes. Ragged edge.
asf3 - Single lane, no dashes. Heavily cracked. Cracked edges.
grav - Deep tire ruts on dirt/gravel.
mud - Shallow tire marks on soggy earth.
path - Alpha mapped stones, very thin.
asf1 - Two lanes, no markings. Desert dirt, poured and ragged edges.
asf2 - Same as asf1(?)
dirt1 - Desert dirt road, two lanes wide.
dirt2 - Same as dirt1, but one lane wide.
path - Same as path from Chernarus but with a desert texture, more rocks.