Windows have reflection maps.
You can also have shininess and illumination maps depending on the shader your model uses.
There's no way of describing how to use them without writing an essay.
Hopefully this aspect of FPSC will have better documentation one day.
Just have a good look at the media and .fpe files (to see what shader is being used) and try to figure it out, that's what I did.
This stuff is a bit advanced, especially if you've got no 3d experience.
Maybe you'd be better off figuring out the basics first if your still new.
instinct is more valuable than intelligence.....