try:
Code:

//simple gold
// uses a grey randomnoise texture
//created by ello 2004
//visit www.earthcontrol.de
//its kinda easy to change the material color and shinyness

texture mtlSkin1;
matrix matWorldViewProj;
matrix matWorld;
vector vecViewDir;
vector vecViewPos;
vector vecSunDir;
technique secondset{
pass p0 {
texture[0]=<mtlSkin1>;
VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[12]=<vecViewPos>;
VertexShaderConstant[13]=<vecSunDir>;
VertexShaderConstant[14]=<vecViewDir>;
VertexShaderConstant[20]={1,3,2,2};
VertexShaderConstant[24]={0.1,0.05,0.01,0.005};
VertexShader=
asm {
vs_1_1
dcl_position v0
dcl_normal v3
dcl_texcoord v7

m4x4 oPos,v0,c0

m3x3 r0,v3,c4
m4x4 oT1,r0.xyz,c14
mul oD0,r0.xyz,c14
mul r0,r0.xyz,c20
mul r1,v7,r0
mul oT0,r1,c24.x

};

PixelShaderConstant[0]={0.67,0.58,0.06,1.0}; //gold

PixelShader=
asm {
ps_1_4
texld r0,t0
texcrd r1.xyz,t1.xyz
dp3 r2,r1,r0 //use r0_bx2 for brighter reflex
add r0,r0,r0
add_sat r3,r0,r2
lrp r0,r2,1-r3,r0
add_x2 r0,r0,v0
dp3 r0.b,r0,r0
mul r0,r0,c0
};
}

}



i made some changes which i dont know why i had to do so, but its at least looking nearly like it should and get you into the right direction.
it hardly depends on a seamless uv_map for your model


www.earthcontrol.de
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