(to anyone) Does Source use falloff/cutoff for cubemaps, or fresnel, or both? You just need to get the upper and lower color bounds to be orange and purple, also try increasing the cubemap strength a little, If anyone can help with the colors, It'd be perfect.
Also, if you want the cubemaps to extract in the source format, DO NOT UPDATE ADJUTANT. Gravemind just released a new update that converts the formats for use in hce, If you already have i still have the version with the source formats that i can upload.
Depends on what the falloff and fresnel entails. Though I'm pretty positive that the fresnel term is calculated over the phongfresnel ranges. Not sure if it carries over to to the cubemap though.
What you could do though is twofold I guess.
a) make two reflections on the model - put the envmap mask into the alpha of the diffuse and the phong mask into the alpha of the normal and set them up seperately.
b) convert the material cubemap into a phongwarp texture
You might also want to compile the cubemap into HDR.