Below is the alphamap shadder you are looking for that was made by Drew and Vent. You must make the second skin01 in MED a 32 bit alphamap. I personally have not been able to get it to work. I don't know if the problem is with my alphamap (white is the shader, black 0,0,0 is no shader) or if the new patch changed some features or something or what, but I'm dying to be able to use alpha maps on my car models. It would work nicely/perfectly for chrome and windows. Things that aren't supposed to be shinney just shouldn't be (IE grills, tires, and liceanse plates, underbody and etc. ! lol.

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 entSkin1;
texture mtlSkin1;
matrix matMtl;
technique cubic_environment
{
pass p0
{
Texture[0]=<entSkin1>;
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;
}



If someone could check that out that knows what they are doing, and can tell us if thats working correctlt in v6.20 then that would be great, cause at the moment, I'm blaming my alphamap.