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Also yes, the bump map texture's alpha channel is used by Source as a phong mask by default, but it's possible to change that with VMT commands such as $basemapalphaphongmask (uses the base texture's alpha channel instead).
You'll also need to double check if your phong settings are correct in your vmts - having $phong, $phongboost, $phongexponent and $phongfresnelranges, for instance. Just having an alpha in the normal map won't do anything by itself.
As to your comment about making something look metallic - phong won't do that alone. SFM's vertexlitgeneric shader is similar to spec/gloss PBR, except worse and cut down. If you want something to look metallic, you'll need to make sure the metals in your material are black or near-black in the basetexture. This will work if your metals have little to no color tinting (steel, chromium, titanium, etc). If you do have colored metals (gold, copper, bismuth, tempered steel), then you're gonna have to get creative, as SFM's vertexlitgeneric shader doesn't have per-texel phong tinting.... except for $phongalbedotint, which assumes there is color in the $basetexture.... when there won't be.