While this topic has been brought up, has anyone been able to get this to work with the 6.20 release of shaders? I'm at a loss. My model's skin01 is a 32bit alpha map, but its not showing for me, and all I have is one big enviorment mapped car. lol. Any help would be great!

Code:
 
bmap bmp_envcube2 = <skycube1+6.tga>;

// generate a matrix that transforms camera space back to world space
function mtl_env_view()
{
mat_set(mtl.matrix,matViewInv);
// reset the translation part of the matrix
mtl.matrix41 = 0;
mtl.matrix42 = 0;
mtl.matrix43 = 0;
}

function mtl_env_init()
{
bmap_to_cubemap(mtl.skin1);
mtl.event = mtl_env_view;
mtl.enable_view = on;
}

material mtl_envcube2 // environment cube
{
skin1 = bmp_envcube2;
event = mtl_env_init;

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

zWriteEnable=true;
AlphaBlendEnable=true;

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>;
}
}
";

}

action a
{
my.material = mtl_envcube2;
}