This is the AMS2 version of my G&J Kartway 2024 model. To my knowledge, this is the world's first original track model for any Madness Engine game. All other track mods for AMS2 are stolen from PC2 and earlier Madness Engine titles; this proof-of-concept is to show that arbitrary and original track models can be made for AMS2. (PC2 can also be supported, but this model uses Reiza-created, AMS2-specific shaders, so it won't work properly with PC2.) This model is much more of a proof-of-concept than a finished product. Despite that, it is perfectly playable, even in multiplayer. Many building models and other objects are still a work-in-progress, even in the releases of this model for different simulators, and there may be some missing features/objects. If you play Assetto Corsa, a version of this model for it is available here. If you play Kart Racing Pro, a version of this model for it is available here. You can download the AMS2 version of the track model here. This page is currently the only place of distribution of this model; I'll post it on Overtake.gg if and when they add an "AMS2 Tracks" section. The file is correctly packaged for auto-installation with Paolo Ambrosio's AMS2 Content Manager. If you need to install it manually, "bootfiles" need to be properly extracted and "tracklist.lst" needs to have the track's filepath added. The following features have been implemented and are working: Replay cameras Computer opponents (they're a little slow sometimes) LiveTrack visuals and physics Lap timing Pit stops Track cut, reverse driving, and illegal overtake detection Collidable objects (cones) Certain features are not working properly yet: LiveGrass: I haven't researched the LiveGrass format yet, so the track does not feature 3D grass blades. Weird-looking trees: The tree shaders are odd looking due to my inexperience with the options provided with every shader present in AMS2. I'll try to improve their look in a future update. Originally opened in 1958 as a dirt track, G&J Kartway is one of the US's oldest operational karting tracks and was the founding place of the WKA. Its resident club, OVKA, has been holding races at the track since 1964. The track was recently repaved during the off season between 2023 and 2024. It features two main layouts, with the long layout having an optional chicane, and the final corner complex can be configured in one of three ways for a total of 9 layouts. The track is also occasionally run in reverse. Only layout "1B" is currently available in this model, though I may add more layouts later. This model is licensed for individual and non-commercial use under the terms of the Creative Commons Attribution Non-Commercial No-Derivatives 4.0 (CC BY-NC-ND 4.0) license. The text of the license is included in the download. It is also available here: Deed - Attribution-NonCommercial-NoDerivatives 4.0 International - Creative Commons Among other things, this means that conversion of this track to other sims is not allowed without my permission. If you would like to convert this track (for rF2, AMS1, etc.), please contact me. This also means that the use of this model in any form by any commercial entity for advertising, in events, for testing, or any other purpose is prohibited without explicit written permission from myself. If you would like to obtain permission, please contact me on Overtake.gg or through the email address provided in the README in the download.
Congratulations on being the first person to reach a very significant milestone in AMS2 modding! I tested the track in Single Race with the 4-stroke karts, and I'm amazed how many features you've gotten to work in this initial release. Well-deserved praise!
I literally entered the modding forum to check / confirm that AMS2 modding is kinda dying, and this is what I get Amazing, man! I hope you are willing to share your knowledge and findings with other people, and i really wish this will inject some life in the ams2 modding community. Great freakin' job, my man!
Wow, congratulations, this is huge! I’ve not tested it myself yet, but if this works you are a pioneer. Will you reveal how you realised this?
The track has been updated to version 0.2.4. The download link has been updated to point to the new version. Changelog: Packaged all track files into the BFFs located in the Pakfiles/Tracks folder. The seasonal BFFs are still placeholders; the track has no seasonal variation yet. Fixed missing LiveTrack overlays by converting the materials to the BMT format and packing them into the BFFs. Improved tree textures/shaders. Restored painted lines. Known Issues: Track cut detection is still broken. Packing it into the BFF was supposed to fix this, so it's possible that something else is still incorrect about the format of the file. I'll continue researching it. Trees have shadow bias artifacts on them. This is due to my use of the "basic" shader instead of the AMS2-specific "rz_basic" shader which doesn't have this issue. Other materials have been updated to use the "rz_basic" shader; I will continue researching improvements to shader configuration for future updates. The LiveTrack rubber layer may be a bit too thick.
Fantastic effort and it will be a joy to watch you unearth the skills and secrets to make this fully functional. Just my personal opinion, but things like seasonal variation are not important until the basics are all nailed down.
The track has been updated to version 0.2.5. The download link has been updated to point to the new version. Changelog: Fixed track cut file format, enabling track cut detection, reverse driving detection, and fixing the "all overtakes are illegal" issue. Tuned LiveTrack rubber layer, decreasing thickness and using a more realistic distribution. Added dynamic physics objects in the form of cones. Note: the cones appear on my main PC, but they didn't appear on my laptop when testing them. Please let me know if the cones appear or not for you. They should be blocking off the alternate layouts. Changed packing parameters for the BFFs (removed encryption as it's not required). Known issues: Trees have shadow bias artifacts on them. This is due to my use of the "basic" shader instead of the AMS2-specific "rz_basic" shader which doesn't have this issue. Other materials have been updated to use the "rz_basic" shader; I will continue researching improvements to shader configuration for future updates.
Just a side note: since I've started using AMS2-specifc shaders, recent versions of the track probably won't work in PC2. If there is significant demand, I could try releasing a PC2-specific version, but I don't anticipate that demand to show up.