Code:
effect=

"
texture texSkin1;
texture mtlSkin1;
matrix matMtl;
technique cubic_environment
{
pass p0
{
Texture[0]=<texSkin1>;
Texture[1]=<mtlSkin1>;

zWriteEnable=true;
AlphaBlendEnable=false;

ColorArg1[0]=Texture;
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;

ColorArg1[1]=Texture;
ColorOp[1]=BlendCurrentAlpha;

AddressU[1]=Clamp;
AddressV[1]=Clamp;
TexCoordIndex[1]=CameraSpaceReflectionVector;
TextureTransformFlags[1]=Count3;
TextureTransform[1]=<matMtl>;
}
}
";

you could use this effect. the alphachannel of the model texture specifies how reflective the texture is.