Build the levels
Step 3 reads only step 2's output and builds a BeamNG.drive mod for each circuit, holding one level per EVO layout.
See what you can build
beamng-assetto beamng list
laguna_seca (Laguna Seca)
GP evo_laguna_seca_gp modes: GP Race, GP Time Attack, Hotstint
nurburgring (Nurburgring)
24h evo_nurburgring_24h modes: 24h Hotstint, 24h Race, 24h Time Attack
Gp Strecke evo_nurburgring_gp_strecke modes: Gp Strecke Hotstint, Gp Strecke Race, …
…
Each line under a circuit is a layout, the BeamNG level it becomes, and its EVO game modes.
Build and install
beamng-assetto beamng build laguna_seca --install
beamng-assetto beamng build nurburgring -l Nordschleife -l "Gp Strecke" --install
beamng-assetto beamng build all --install
- The mods are built in
work/beamng/evo_<circuit>/.-o/--outchooses another folder. -l/--layoutbuilds only the layouts you name (EVO's names, any letter case).- The build uses every CPU core;
-jsets the number of worker processes. The Nürburgring's seven layouts take about seven minutes on a 16-thread desktop.
--install links each mod into BeamNG's mods/unpacked/ folder, so the levels show up in the game. You can also install later:
beamng-assetto beamng install laguna_seca
…/BeamNG.drive/current) on its own: in %LOCALAPPDATA%\BeamNG\BeamNG.drive\current on Windows, in ~/.local/share/BeamNG/BeamNG.drive/current on Linux. Pass --user-folder if yours is elsewhere.work/beamng/evo_<circuit> into mods/unpacked/ yourself.Choose the time and the sun
A level starts at the time of EVO's race session, with the sun where it is at the circuit's coordinates. Change the date and time with --when, in local time:
beamng-assetto beamng build laguna_seca --when "2026-06-20 19:30" --install
--location computes the sun for another place instead: latitude, longitude, and the civil UTC offset in hours.
beamng-assetto beamng build laguna_seca --location 36.58 -121.75 -8 --install
Rebuild
Running a build again only rewrites what changed, so rebuilds are quick. --force writes every shape and texture again.
Read the build report
Every build ends with a report: the levels it wrote, what each part placed, and the problems it met. When BeamNG can't do exactly what EVO does, the build says so, with a count. Warnings are there to inform you. If a circuit has errors, the other circuits still build, and the command ends with a failure status. Add -v before the step (beamng-assetto -v beamng build …) for every detail.
What a mod holds
work/beamng/evo_<circuit>/ the mod, one per circuit
levels/evo_<circuit>_<layout>/ one level per layout
info.json title, description, place, spawn points, date
preview.png EVO's menu picture with its map of the layout
art/terrains/ the terrain and its materials
forest/, art/forest/ trees, crowds and props
art/rubber/ the rubber on the racing line
quickrace/<layout>.race.json the quick race and time trial
main/ the level's objects
gameplay/missions/evo_<circuit>_<layout>/ the AI race
art/evo_<circuit>/shapes/, textures/ shared by the circuit's levels