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At least i think it is possible even on a compiled Model to add an Alpha Texture through this $phongexponenttexture command. Also this is an VMT command prompt so SFM should be able to handle it aswell. But clarifications for $phongexponenttexture arent nearly as accurate to tell me what it does, in VTF Edit it looks like a Texture perimeter, clarifications tell me that this hasnt anything to do with Textures so im confused.
The closest to what you're looking for may be $Detail, but even then not really what you're looking for (because of how strict it is and such). But you can look it up on the VALVe Developer Wiki, and see if it's useful to you.
the default detail shade is grey. for duller materials you go lower, for reflective things like you gotta go higher. it supports colors too. if you want to animate raindrops or some sorta flow on the model you can use an animated $detail texture. or texturescroll. it'll have seams tho. for highclass stuff you could remake the uvmap of the model to allow a seamless "native flow" in the complete texture layout. there's probably a cheap trick for rain. i just thought about realtime. "animated hemi map". center splashes. side flows. but... it's not in the engine. too simple. gotta try that in my mod. :) it's a lil bit of very work.
regular wet or dirt mapping is static. baked with bumpmap. the limit: if you want normals for those overridden details you gotta add those to the bumpmap. the real reflectivity for everything is generally stored in the alpha channel of the bumpmap. this is the default phongmask. black is none and white is full reflection. you can alternatively use the alpha channel of the basetexture for the phong mask.