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{
// Original shader: VertexLitTexture
"$basetexture" "models/Humans/Male/Group02/citizen_sheet"
"$halflambert" 0
"$bumpmap" "models/Humans/Male/Group01/citizen_sheet_normal"
"$phongexponent" 5
"$bumpmapalphaphongmask" 1
"$phongboost" 1.0
"$phongfresnelranges" "[0 0.5 1]"
}
Because I think you're going to need those parameters in the file already to be able to override them. Most parameters can't be added on the fly using material overrides. (I'm not certain off the top of my head that $detail is one of said parameters, but if I had to guess, I would say it probably is).
{
// Original shader: VertexLitTexture
"$basetexture" "models/Humans/Male/Group02/citizen_sheet"
"$halflambert" 0
"$bumpmap" "models/Humans/Male/Group01/citizen_sheet_normal"
"$detail" "models/tnb/combine/noise_detail"
"$detailscale" "15"
"$phongexponent" 5
"$bumpmapalphaphongmask" 1
"$phongboost" 1.0
"$phongfresnelranges" "[0 0.5 1]"
}
https://developer.valvesoftware.com/wiki/$detail
If you're not sure which one, at least try either 0 or 8 to test whether the effect is working at all.
For example, usermod/materials/model/example.vmt will always override workshop/materials/model/example.vmt, because usermod is always maximum priority.
It allows you to override files without overwriting them - that can be very useful at times, although it does occasionally cause problems like this. If you're modifying a version of the file that isn't the top version of that file within the load order, you'll never see the changes, because that's not the version SFM is loading.
Or you can force it - I have a "test" mod at the top of my load order (other than usermod, anyway*). It's normally kept empty, but I can put any files in there to test them if I think there's a priority conflict.
* But as the only stuff in my usermod is content I've personally created or ported (and kept under filenames that use my initials - makes it easier to search for them), there's nothing in there that's going to cause any form of priority conflict.