Weird Texture Glitch

So I’ve been trying to port some props from Dishonored, but ran across several problems after trying them out in-game.

-First,the textures don’t work, I’m forced to use the Material tool to apply the textures on the props. I already checked if I made typos in the .QC or named the paths incorrectly but no matter what I try to fix the problem, it doesn’t fix the issue.I managed to get a prop with working textures but when comparing it’s .QC to the the ones of the other props, I didn’t notice any difference.
-Second, after I applied the texture with the material tool, if I ever spawn a light or a lamp and look at it, the prop goes fullbright and becomes pitch black in the unlit part of the prop if I look at it.

Here’s my .QC :


// Created by Crowbar 0.36.0.0

$ModelName "Hauptmann\spotlight_ramp.mdl"

$BodyGroup "mymodel"
{
	studio "ref.smd"
}


$SurfaceProp "combine_metal"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models\Hauptmann\"

$CBox 0 0 0 0 0 0

$BBox -508.288 -8.302 0 8.365 511.808 559.184


$Sequence "idle" {
	"idle.smd"
	fadein 0.2
	fadeout 0.2
	fps 30
} 

The .vmt :


"VertexLitGeneric"
{
	// Original shader: VertexLitTexture
	"$basetexture" "models\Hauptmann\spotlight_ramp_d"
        "$bumpmap"    "models\Hauptmann\spotlight_ramp_n"
	"$selfillum"	"1"
	"$selfillummask"	"models\Hauptmann\spotlight_ramp_e"
        "$selfillumtint" "[195 253 255]"
        "$phong" "1"
	"$phongexponent" "6"
	"$phongalbedotint" "1"
	"$phongboost" "0.055"
	"$phongfresnelranges"	"[5 7 8]"
        "$phongexponenttexture" "models\Hauptmann\spotlight_ramp_s"
        $halflambert 1
	$nocull 1
} 

and the actual compiled model for further examination :
https://mega.nz/#!JRM1CCKA!lSYJo4F5klYUil3GfD2A-rkYczubijSX-mt7B9Dzy10

Thanks in advance to whoever can help me.

It’s fixed now, I only had to remove the last slash in the $CDmaterial path.