Cubemaps don't work for dynamic entities IIRC, so I made prop_norm_spec_refl_alpha.fx as an alternative.
//Textures:
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" (enities) gloss map texture, alpha is metalicness (black = metal)
//"texture_I.dds" reflection texture
Here's an I reflection texture you could use.
Also the S texture only bothers to read the red channel, which is blank in your texture.
If something compiles on the first try. Something is terribly wrong.