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$basetexture "models/diffusefile"
$bumpmap "models/bumpfile"
$normalmapalphaenvmapmask "1"
$phong "1"
$phongboost "0.7"
$phongexponent "16"
$phongtint "[1 0.85 0.75]"
$phongfresnelranges "[.1 .1 1]"
$envmap "models/cubemap"
$envmapmask "models/bumpfile"
$detail "models/detailfile"
$detailscale "15"
$detailblendmode "0"
$nocull "1"
(This will also make the $NormalMapAlphaEnvMapMask line useless, so delete that line too...
I think it actually was useless already anyway, because of the $EnvMapMask line.)
Alternatively, if you want the environment map to be masked by the bump-map's alpha channel, just get rid of the $EnvMapMask line.
Also, unrelatedly, $NoCull should generally be avoided where possible.
Having the reflective properties of specular map seems superior. Or am i just using this wrong?
Out of curiosity, the only difference nocull makes is that the texture is on both sides of the mesh right? Why should it be avoided? Does it somehow have a negative impact on anything if you use it unnecessarily?
There's no need for it on the inside of a model, and if there is, then it's preferable to just copy the mesh and flip its normals. You see, if you have a mesh that faces upwards, it will become bright if light shines from above, and not if from below. $NoCull doesn't flip that, meaning the "un-culled" portion of the mesh will seemingly be illuminated from behind.
Basically, using $nocull when you don't need to harms performance.