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TL;DR: I think you're wrong. Just make it grayscale with as many colours from black to gray to white as you want, then use that as the specular map for it in Source FilmMaker.
{
"$basetexture" "models/smite/skl_god_mercury"
"$bumpmap" "models/smite/skl_god_mercury_bump"
"$normalmapalphaenvmapmask" "1"
"$envmap" "env_cubemap"
"$envmapsaturation" "0"
"$envmapcontrast" "1"
"$envmaptint" "[1.0 1.0 1.0]"
"$surfaceprop" "default"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$one" "1"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
"$halflambert" "0"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
}
"$basetexture" "models/smite/skl_god_mercury"
"$bumpmap" "models/smite/skl_god_mercury_bump"
"$basealphaenvmapmask" "1"
"$envmap" "env_cubemap"
"$envmapsaturation" "0"
"$envmapcontrast" "1"
"$envmaptint" "[1.0 1.0 1.0]"
"$surfaceprop" "default"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
Edit: By the way, $EnvMapSaturation and $EnvMapContrast don't work when phong is enabled, which it is in your case (and disabling phong can often negatively impact how a model looks, especially considering ambient occlusion requires phong to be enabled, so don't disable it).
Any ideas?
EDIT: Nevermind, I just found out what I was doing wrong, I'm dumb. Changing the $NormalMapAlphaEnvMapMask to $BaseAlphaEnvMapMask has done the trick.
Thank you a lot!