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No worries so the above are just float values
$basemapalphaphongmask 1// What this does is look at Basetexture Alpha layer for phong mask rather than $Bumpmap Alpha
Only reason to not use it is for area's like alpha hair/ alpha clothing that depends on it.
At 3 stage.Finish, it explains what each one does
$phongalbedotint 1 // Allow colour Tints on phong reflection
$phongexponent 0.001 // Tightens Shadow factor
$phongboost 23.076 // multiply's tint
$phongfresnelranges 0.05 .225 1 // The 1st value is very important , at 0 the Colours will not show
// Can start from 0.01 to adjust if end results are too bright.
You check the edited texture/ VMT's on the model in Crowbar , for SFM use:
mat_reloadallmaterials in the console to see how the values affect it.
The $PhongExponentTexture is what controls the Phong Via Exponent texture.
It's hard to say when making an exponent texture from scratch using basetexture.
I choose green channel normally cus the character in this tutorial doesn't have any strong Green colours.
If you had a character who's mostly green, you'd want Red/Blue to avoid over exposure.
I could make a video if i find the time between projects.
In the end some models will require more/less work given complexity and if the necessary files are there to begin with.
Here's the Edited Loreli model to help with comparing along the tutorial.
https://drive.google.com/file/d/19i9diAs9Rk4hSOHofJZPPyxP8Ug3MtOu/edit