I had a look at CBSecretLab.w3d(if that is what you mean), and it does not use any kind of reflection at all.Its just a standard material.
To make a reflective glass suface, use the reflection texture on pass one, with opaque shading and enviroment vertex mapping.
On pass two, use the building/unit texture.There should be an alpha channel appropriately shaded on the glass sections of the texture.Use Alpha Blend shading, and change the ambient colour to white.
*Edit AH I see you wrote SECRTLAB_G, I looked at several of the lab models but obviously not that one, as it is reflected

Anyway, its still the same process.