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but uh peak map
Nevertheless, I was able to get the original behavior of detailsprites on brushes by creating a wvt_patch vmt that is just a 1:1 copy of the original WorldVertexTransition material and placing it in the appropriate spot in the game's material folder; for instance, for this map specifically, I set up the red_grass_wvt_patch.vmt file that I modified to be a copy of the original red_grass in such a way that the file path looks like this: "GarrysMod\garrysmod\materials\maps\d1_town_05_hrcs\nature\red_grass_wvt_patch.vmt"
I think this works because VBSP reads from the game directory first before reading from the BSP file, contrary how it works in-game, but that is just speculation.
Thank you for writing that part, it really clarified a lot of stuff for me. Also, I am disappointed to see that the guy that made Update didn't properly fix the missing red_grass in d1_town_05. Update was disappointing a lot more other ways, but I digress.
Have you sent Valve an email about this yet? Hopefully, they could do what you did to "bug" it back to how it was intended to look like. They might do it because they just recently fixed a 12 year old bug regarding the combine deathpose animations.
By the way, how did you manage to "bug" the terrain detail on brushes?
It's not really something noticeable in play, since it's difficult to even get up onto that train car
I might tweak it back to the original color if I come back to edit something in the future