To elaborate on what E X T R A S U C C said, the key here is to remove the
$envmap parameter from the .vmt of the texture you're using.
For example, your .vmt file might look something like this:
Code:
"LightmappedGeneric"
{
"$basetexture" "metal/metal_001"
"$envmap" "env_cubemap"
"$surfaceprop" "metal"
"%keywords" "tf"
}
If we remove the $envmap parameter from it, the texture will no longer look for and use any reflections to apply.
Code:
"LightmappedGeneric"
{
"$basetexture" "metal/metal_001"
"$surfaceprop" "metal"
"%keywords" "tf"
}
If the texture you're using is a stock one (meaning it's one that comes with TF2 when you download it), then you can extract the .vmt file for any texture by using
GCFscape. There are guides on how to do that so I'll let you search for them yourself.