Brush material for model (Propper based)

I’m using ‘Propper’ to convert some displacements to models.

Np, though I want to use a particular set of textures and they’re giving me grief.

Original VMT for the textures.



"lightmappedGeneric"
{
	"$basetexture" "nature/antlion_web01a"
	"$envmaptint" "[2 2 2]"
	"$translucent" 1
	"$bumpmap" "nature/antlion_web01a_normal"
	"$normalmapalphaenvmapmask" 1
	"$nocull" 1
	"$seamless_scale" .007
	"$envmap" "cubemaps/cubemap_cave01"
	"$nodecal" 1
	
	"lightmappedGeneric_dx8"
	{
	"$fallbackmaterial" "nature\antlion_web01a_dx8"
	}
	
}


When using Propper to auto convert it come sup with this:



"vertexlitgeneric"
{
	"$basetexture" "nature/antlion_web01a"
	"$envmaptint" "[2 2 2]"
	"$translucent" 1
	"$alphatest" 1
	"$bumpmap" "nature/antlion_web01a_normal"
	"$normalmapalphaenvmapmask" 1
	"$nocull" 1
	"$envmap" "cubemaps/cubemap_cave01"
	"$nodecal" 1
	
	"vertexlitgeneric_dx8"
	{
	"$fallbackmaterial" "nature\antlion_web01a_dx8"
	}
	
}


The material when used in hammer on a displacement has transparency.
(Its the Antlion web you see surrounding grub tunnel doors).

Can anyone give any pointers to how this should look? At the moment it either appears blank or keeps setting the material path back to nature\antlion instead of models\fug.

[editline]09:54PM[/editline]

nvm, I’ve changed one or two things and in game it shows up fine where as in hammer & hlmv it didn’t.