Yup. $blendtintbybasealpha will let you tint the color of the model based on the alpha map in the diffuse. That's how they tinted the cars randomly in L4D2. I'm not sure that it's programmed into TF2's FGD file to be able to tint environment models per model in Hammer like L4D2 is though.
that would only work in the diffuse, im trying to tint the environment/cubemap, what i have is a prop that has 2 different colours of glass on it, and i want to tint the reflections on those. sofar it looks possible to do if i was writing my own source engine mod, but not in tf2 since for a existing source game your…