It isn't neccesary to upload it, I can copy it here:

Code:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include this script in your project. Make sure to use the same name for your sky cube bitmap and for the bmp_envcube 
// definition from below. Place any model in your level and attach it the action named "cubic_map". That's all.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

BMAP* bmp_envcube = "t_sunrise_sky+6.tga";

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

function mtl_envmirror_view()
{
	mat_set(mtl.matrix, matViewInv);
	mtl.matrix41 = 0;
	mtl.matrix42 = 0;
	mtl.matrix43 = 0;
	mat_scale(mtl.matrix, 1, -1, 1);
}

function mtl_envmirror_init()
{
	bmap_to_cubemap(mtl.skin1);
	mtl.event = mtl_envmirror_view;
	/*mtl.flags=*/set(mtl,ENABLE_VIEW);
}

MATERIAL* mtl_envmirror = // environment cube
{
	skin1 = bmp_envcube;
	event = mtl_envmirror_init;
	effect = "
	texture mtlSkin1;
	texture entSkin1;
	matrix matMtl;
	technique envcube
	{
		pass p0
		{
			AddressU[0] = Clamp; // don't wrap around edges
			AddressV[0] = Clamp;
			TexCoordIndex[0] = CameraSpaceReflectionVector;
			TextureTransformFlags[0] = Count3;
			TextureTransform[0] = <matMtl>; // transform camera space back to world space
			Texture[0] = <mtlSkin1>;
			ColorArg1[0] = Texture;
			ColorArg2[0] = Diffuse;
			ColorOp[0] = Modulate2x;
			Texture[1] = <entSkin1>;
			TextureFactor = 0xC0FFFFFF;
			ColorArg1[1] = Texture;
			ColorArg2[1] = Current;
			ColorOp[1] = BlendFactorAlpha; // blend by 75% (= oxC0)
		}
	}
	//technique fallback { pass p0 { } } // empty fallback causes normal rendering without effect
	";
}

action cubic_map()
{
	my.material = mtl_envmirror;
}




3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB