Maximum mipmap variable?

Is there a vmt parameter that determines a maximum mipmap?

Example: I have a 2048x2048 texture for the Spy’s disguise kit in TF2. This texture shows up on both the view and world models. However, placing a 2048x2048 texture onto a world model is not recommended, as it will cause a drop in frames per second. I have gotten around this problem using a hexed model and smaller texture, but this forces the computer to load more than usual, which is bad, because this can lead to crashes, freezes and other nasty stuff. I want to know if, by editing the VMT file of the world model, could I make a material use a specific mipmap or lower of the same texture? This would improve performance while allowing skins.