Does anybody know how i could get this cube map to have alpha transparency so that i can still see the surface that it is masked over?

/////
//// A6 Shader , Developed By Unknot
/// For ice floor, or Wet paviments
/// Use a terrain with skin1 base map with alpha map
bmap bmp_envplane = <sky+6.tga>; //cube image


function mtl_envplane()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}

function mtl_envplane_ini()
{
//...maybe you should copy the mat_model properties here...
bmap_to_cubemap(mtl.skin1);
mtl.event=mtl_envplane;
mtl.enable_view=on;
}
material mtl_envcube2plane // environment cube
{
skin1 = bmp_envplane; //cube plane
event = mtl_envplane_ini;

effect=
"
texture mtlSkin1;
texture entSkin1;
matrix matMtl;
technique cubic_environment
{
pass p0
{

Texture[1]=<mtlSkin1>;











zWriteEnable=true;
alphaBlendEnable=false;



//colorArg1[1]=diffuse;
//colorArg1[1]=texture;


colorOp[1]=blendCurrentAlpha;
addressU[1]=Clamp;
addressV[1]=Clamp;





TextureTransformFlags[1] =count3 ;
texcoordindex[1]= cameraspaceposition ; // For cubemap use: cameraspacereflectionvector
//texcoordindex[1]= cameraspacereflectionvector | 1; // For cubemap use: cameraspacereflectionvector

TextureTransform[1]=<matMtl>;


}
}
";

}


action shaders_plane
{
my.material = mtl_envcube2plane;
}


//////////////////////////////////////////////////////////////////
//
// Use alpha transparency with Envmap
//
//
// By: Eric Hendrickson-Lambert (Steempipe)
//
// If it whacks you computer.... Sorry.
//
// 8-30-04: Updated to help ensure it runs on geforce2(?)
//

//bmap transenvmap_cube= <desertsm+6.tga>; // CubicEnvMap


function transenv_view()
{
mat_set(mtl.matrix,matViewInv);
mtl.matrix41=0;
mtl.matrix42=0;
mtl.matrix43=0;
}


function transenv_init()
{

// Best to approach mipmapping this way with cubemap, I think.
bmap_to_cubemap(bmap_to_mipmap(mtl.skin1));

mtl.event=transenv_view;
mtl.enable_view=on;

}


material transenv
{
skin1=bmp_envplane;

event=transenv_init;

effect=
"

texture mtlSkin1;

matrix matMtl;

vector vecAmbient; //<<---------
vector vecSpecular; //<<---------
vector vecDiffuse; //<<---------
vector vecEmissive; //<<---------

Technique envmap
{

Pass p0
{

Texture[0]=<mtlSkin1>;

AddressU[0]=Clamp;
AddressV[0]=Clamp;

MagFilter[0]=Linear;
MinFilter[0]=Linear;
MipFilter[0]=Linear;

///////////////////////////////////
// Never trust any card's defaults
AlphaBlendEnable=True;
Zenable = True;
ZwriteEnable = True;

SrcBlend=srcAlpha; //<<---------
DestBlend=InvSrcAlpha; //<<---------
BlendOp=Add; //<<---------
Lighting=True; //<<---------

AmbientMaterialSource=<vecAmbient>; //<<---------
DiffuseMaterialSource=<vecDiffuse>; //<<---------
SpecularMaterialSource=<vecSpecular>; //<<---------
EmissiveMaterialSource=<vecEmissive>; //<<---------
//////////////////////////////////

TexCoordIndex[0]=CameraSpaceReflectionVector;
TextureTransformFlags[0]=Count3;
TextureTransform[0]=<matMtl>;



ColorArg1[0]=Texture;
ColorOp[0]=SelectArg1;

Alphaop[0]=SelectArg1; //<<---------
AlphaArg1[0]=Diffuse; //<<---------


ColorOp[1]=Disable;
AlphaOp[1]=Disable;



}

}
";
}



action ffp_TransEnvMap
{

my.transparent=on;
my.alpha=60;
my.material = transenv;

}