Okay, here's what I did, after finally installing the Mod Tool on my internet laptop... (this is the edited version, written when I had more time tonight)
I loaded the "IrisDoorPlateAnimated" and your "BrickWall" texture.
I've set my Camera View to "Textured Decal" instead of "Textured" as this didn't seem to work for me (laptop-graphics?).
I selected every plate, assigned a separate texture projection to it. Next I created and assigned a material to one of the plates and then copied this by selecting all the other plates, then using "Material > Assign Material" and picking the first plate to get the material from (so they have one and the same material).
In the render tree I refreshed to bring up the material of a selected plate, I brought in the texture (the "BrickWall"), which I imported with "clip from file" and connected it to an "Image" node, which itself was plugged into the "diffuse" and "ambient" port of the Phong.
In the Texture Editor I brought in the texture/clip also.
Opening the PPG for the Image clip, I made sure the XSI Mod Tool uses the right texture projection (in this example the projection "Texture_Projection (Planar XY) on the object "polymsh1").
There's obviously much room for improvement, but that's where the Texture Editor and the separate projections come in. Now you can go in and make the texture fit it's respective plate just the way you want to in the Texture Editor...
SS-2010-08-20_20.32.27.jpg
PS - the window on the top/left is the PPG of the image node in the render tree...
As you can easily see, I am no texture guru either
,
but I think/hope this might help you along slightly... ;)
edit (again):
Another approach for the texturing would be to "create (a) group" with all the plates in it, select this group and assign one texture_projection PlanarXY to it. That one all plates are assigned to the same texture_projection.
Select all plates, go into the texture editor, find the "freeze" command there, which does something different from the "freeze" command on the right side of your interface, to stop the texture from magically changing during the animation.