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Otherwise, Source makes a guess as to whether it should be on or off. (I'm not sure what all the criteria are that it uses. Normally things like $translucent will cause Source to default to having it off, but I think there are others).
Although listed as boolean on the Valve Developer Wiki, it's actually a float as far as I can tell, so can use values between 0 and 1 to decide the intensity of the AO effect.
1) There are a few ways to fix (force) your model to have ambient occlusion. The two easiest ways are to add the codeline $ambientocclusion to either the qc or the VMT (may want to write "$ambientocclusion" "1" in the VMT).
2) Are you sure you know what you are doing in terms of your qc? If so, try removing things you definitely don't need and try to compile the model with the basic requirements for a qc prior to adding back the rest of the components.
3) You have two $basetextures on one VMT. Yes, Source will read the first and ignore the other, but I think that could also be the cause of your problem. Fix that line to be $normalmap or $bumpmap. Same deal as number 2, though. You have a lot of parts that are not needed and may want to remove. Play around with the components without removing the texture lines and I think you should be good. You should also removes the lines with a 0 on them, because that means you turned them off and they may have been turned off by default.
Merry Christmas.
My goodness. This is quite embarrassing, but that was the problem. Thank you for noticing something that I've overlooked. I suppose it's because I've done it a lot that you just don't pay attention. Once again, thank you, have a Merry Christmas and Happy New Year.
A word of advice on that one is that errors/problems of any sort are usually a call to check SFM's console - something like that would probably throw up an error like "$basetexture is multiply defined in ***.vmt".
Have you confirmed this? I'm not sure if SFM would technically report this error, or just ignore it by reading the first one and ignoring the other...
I can't confirm that it happens for $basetexture (as that's not something I recall ever having managed to add to a material twice), but I've certainly seen it with a lot of other parameters.