Our skyboxes are set up different then a cubemap.
The Cubemap will look like this in GIMP:
Replace the image inside each of these layers.
Then save with the following settings: (Photoshop NVidia DDS plugin should have the same options)
Rename it the same as your diffuse texture and add the _CUBE.dds to it.
Change the _D texture to have an alpha channel in it.
Alpha shown in light purple. ( i masked the magenta areas to alpha 0)
Amend the object FPE file to point to the entiy_cube.fx shader. List the diffuse (_d) texture as normal.
Test in GameGuru.
Should have the cubemap reflection as below:
You must be on the private beta to utilize this at the moment.
All others see Lee's post above please.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.