How it works

From EVO track to BeamNG level

What each part of an Assetto Corsa EVO circuit becomes in BeamNG.drive.

An EVO circuit is a scene of placed objects, grouped in containers that layouts and game modes switch on. For each layout, step 3 keeps the objects that layout shows, and gives each kind of thing BeamNG's own way of doing it.

The circuit itself

In EVOIn BeamNG
Driving surfaces and placed meshesStatic objects with EVO's meshes, detail levels, materials and textures. Every placement is checked against EVO's to the millimetre.
Surface types (asphalt, kerb, grass, sand)Collision with BeamNG's matching ground model, so each surface has its grip
CollidersCollision only where EVO collides, from the shape EVO uses
Asphalt with its rubberEVO's road detail on the asphalt, and the rubber on the racing line as BeamNG decal roads
Ground decals (lines, tyre marks)BeamNG decal roads, projected on the ground

The landscape

In EVOIn BeamNG
Decorative groundA BeamNG terrain, with samples 0.5 m apart, or 1 m on the largest circuits. Each build measures its height against EVO's ground: at Laguna Seca, 99 % of points are within 6 mm; on the Nordschleife, within 21 mm.
Ground texturesTerrain materials, with EVO's blend of layers baked per sample and EVO's detail textures
GrassBeamNG ground cover, at EVO's density, swaying in EVO's wind
Trees, crowds and propsForest items at EVO's exact positions; trees sway in EVO's wind

Racing

In EVOIn BeamNG
Start positionsSpawn points, grouped as garages, pit boxes, pit lane and grid
AI lineAn AI road along the middle of the track, in the race direction: BeamNG's AI, traffic, minimap and big map
Timing linesA quick race and time trial, with EVO's sectors
Race gridAn AI race mission on EVO's grid
TV camerasCamera bookmarks

Light, time and place

In EVOIn BeamNG
The circuit's coordinates and time zoneThe sun's path, at the time of EVO's race session
LightsPoint lights and spot lights with EVO's brightness, on at night
WindBeamNG's wind for the grass and trees, from EVO's direction and gusts
Track and layout detailsThe level's information: name, country, region, length, altitude, grid size, and EVO's menu picture as its preview

Materials

EVO draws with its own shaders, each with dozens of parameters. Step 3 reads each material's shader family and parameters and builds the BeamNG material that looks the same: colour, normal, roughness, metalness, ambient occlusion and opacity, with EVO's tints, blend modes and sides. Where a shader does something BeamNG's materials can't, the build reports what it approximated.

Curious about a specific value? The project's step 3 documentation describes every rule, with its numbers and evidence.

beamng.assetto is free software under the GNU AGPL v3.

Not affiliated with Kunos Simulazioni or BeamNG GmbH. Assetto Corsa EVO and BeamNG.drive are trademarks of their owners.