$basetexturenoenvmap 0 doesn't work in Blend-texture

I want a blend-texture with reflective shards sticking out of sand.
It looks pretty good already, but the sand is reflective too, which looks just horrible x(
I read in the developer-wiki, that a parameter exists for that purpose ($basetexturenoenvmap 0 or $basetexture2noenvmap 0), but it still doesnt work.


"WorldVertexTransition"
{
	"$basetexture" "Blackcrystal/Blackcrystal"
	"$basetexture2" "Sand/Sand_evening_diff"

	"$bumpmap" "Blackcrystal/Blackcrystal_broken_nor"
	"$bumpmap2" "Sand/Sand_evening_nor"

	"$surfaceprop" "glass"
	"$surfaceprop2" "sand"

	"$blendmodulatetexture" "Sand/Sand_Blendmodulate"
	
	"$envmap" "env_cubemap"

	"$basetexturenoenvmap" 0
	"$basetexture2noenvmap" 1
}


It’s a really specific problem, so I hope someone knows a solution…

What I expected (sort of):

http://cloud.steampowered.com/ugc/522654444010860344/814237A773A97B880568565D5E3040A32CCC0BDF/

What I got:

http://cloud.steampowered.com/ugc/522654444010868955/CA2EBEC497DFFFA17C97C135B7B2BD725D4C6FE1/

That’s a stab in the dark, but have you tried making a completely black alpha channel for the sand texture?

How did you fix this?? I have the same problem, but I can’t find anything on this!

Like Max said, make a completely black alpha channel, but do it for your normalmap texture.
It works for me.