In firts try (firts vid), using author textures, and second one, my owns.
In both shader use D,N,S files and 2 cubemaps
ambient Cube Texture: This is a diffusely convolved cube map, for ambient lighting.
reflection Cube Texture: This a "regular" cube map, for reflections in the ambient lighting pass.
Difuse map should be mostly void of lighting detail. It holds an ambient occlusion map in the alpha.
Both does not using I.dds file.
As stated above, the metal shader simulates reflective metals. It has a 24-bit specular map, dual specular highlights (one tight and saturated, one broad and duller), and a mask for reflection (shinier areas get non-blurry reflections).
I've attached zip with the map files I used in second try, plus the modified shader file, if someone like to try it, even improved it.
3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz
OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics