Texture with alpha messes up model? Help plox.

Ive made a sick model and I need to add alpha so that it looks like glass/plastic,
But when I do, it causes the source engine to lose its sence of depth. And makes polys appear above others when their not supposed to.

Heres some pics to show you whats wrong. [This was only a test, its going to have a world and view model. :3]

http://screencast.com/t/NQc9r85cKcf

http://screencast.com/t/ZxRuIWgaEcA

BTW, the vtf’s alpha channel should only make the tube, drugs, and cap slightly see-through.

The vmt looks like this:

“VertexLitGeneric”
{
“$basetexture” “models***\hypodermic_needle.vtf”
“$envmap” “env_cubemap”
“$envmaptint” “[ .4 .4 .4 ]”
“$normalmapalphaenvmapmask” “1”
“$translucent” 1
}

I appreciate any help. :3

Use $alphatest 1 instead of $translucent 1.

Thanks for the response, but it looks like shit when I used that value, I decided to resort to making like 8 textures to fix the problem. :3

Use another textureapha number.:v:

Recompile with $mostlyopaque in the QC, and see how it looks afterwards.

Alphatest drastically lowers quality: http://developer.valvesoftware.com/wiki/$translucent