If anyone think this will help them then here you go (it's a combination of dot3 bumpmapping and enviromental mapping:

Code:
    	

bmap bumpmap = <waves.tga>; // add some bumpmap
bmap enviromentmap = <cubecloudy+6.tga>; // cubemap

material mat_bump
{
skin2 = bumpmap; // set the bumpmap
skin3 = enviromentmap;
scale1 = 0.2; // factor for the skin scale at stage 0
// define a material effect string
effect = "
// declare the used textures and variables
texture entSkin1; // the entity skin
texture mtlSkin2; // the bump map
texture mtlSkin3; // the enviroment map
dword mtlSkill1; // the light vector
// default technique
technique bump_dot3
{
pass P0
{
// set texture stage states
Texture[0] = <mtlSkin2>;
Texture[1] = <entSkin1>;
Texture[2] = <mtlSkin3>;
TextureFactor = <mtlSkill1>;
ColorArg1[0] = Texture; // stage 0 = bumpmap
ColorOp[0] = DotProduct3;
ColorArg2[0] = TFactor;
ColorArg1[1] = Texture; // stage 1 - skin texture
ColorOp[1] = AddSigned;
ColorArg2[1] = Current;
texCoordIndex[2]=cameraSpaceReflectionVector;
ColorOp[2] = AddSigned;
ColorArg1[2] = Texture;
ColorArg2[2] = Current;
ColorArg1[3] = Diffuse; // stage 2 - lighting
ColorOp[3] = Modulate2x;
ColorArg2[3] = Current;
}
}

// fallback technique for devices that do not support bumpmapping
technique fallback
{
pass P0
{
// set texture stage states
Texture[0] = <entSkin1>;
ColorArg1[0] = Texture; // stage 0 = skin texture
ColorOp[0] = Modulate2x;
ColorArg2[0] = Diffuse; // modulate by lighting
}
}
"; // end of the effect string
}

starter mat_bump_init {
// initialize the material properties
vec_set(mat_bump.ambient_blue,mat_model.ambient_blue);
vec_set(mat_bump.diffuse_blue,mat_model.diffuse_blue);
vec_set(mat_bump.specular_blue,mat_model.specular_blue);
mat_bump.power = mat_model.power;
// create the normals map for DOT3 bumpmapping
bmap_to_normals(mat_bump.skin2,2);
// set a lighting vector for DOT3 bumpmapping
mat_bump.skill1 = pixel_for_vec(vector(200,200,200),100,8888);
bmap_to_cubemap(mat_bump.skin3);
}

action envbump
{
my.material = mat_bump;
}



Also, if you want to have env. mapping in ps1.1 you can fake it using texbem or texbeml instructions. I almost got it to work (but it lacks color, for now )