I was writing a tutorial for this, but put it off for other projects.
Heres a quick description:
Assuming you know basic material creation:
Use NVIDIA normal map tool to alter image for the normal map.
For the shinyness:
Create an alpha channel on the normal map image. Duplicate the normal map, and change to greyscale. Adjust. (white is full reflection, black is none) ctrl a to select all, copy and paste the greyscale in the alpha channel of the normal map.
Save as texturename_normal (drag onto vtex)
Place texturename.vtf and texturename_normal.vtf in your material folder that you create.
Set up your .vmt like this:
"LightmappedGeneric"
{ "$basetexture" "yourfoldername/materialname"
"$surfaceprop" "rock"
"$bumpmap" "yourfoldername/materialname_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
}
Thats it. Thats a VERY VERY sloppy description, but it should help.
I also suggest these links in the valve wiki:
http://developer.valvesoftware.com/wiki/Reflective_Materialshttp://developer.valvesoftware.com/wiki/Creating_Normal_Mapshttp://developer.valvesoftware.com/wiki/Material