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 EVO | In BeamNG |
|---|---|
| Driving surfaces and placed meshes | Static 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 |
| Colliders | Collision only where EVO collides, from the shape EVO uses |
| Asphalt with its rubber | EVO'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 EVO | In BeamNG |
|---|---|
| Decorative ground | A 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 textures | Terrain materials, with EVO's blend of layers baked per sample and EVO's detail textures |
| Grass | BeamNG ground cover, at EVO's density, swaying in EVO's wind |
| Trees, crowds and props | Forest items at EVO's exact positions; trees sway in EVO's wind |
Racing
| In EVO | In BeamNG |
|---|---|
| Start positions | Spawn points, grouped as garages, pit boxes, pit lane and grid |
| AI line | An AI road along the middle of the track, in the race direction: BeamNG's AI, traffic, minimap and big map |
| Timing lines | A quick race and time trial, with EVO's sectors |
| Race grid | An AI race mission on EVO's grid |
| TV cameras | Camera bookmarks |
Light, time and place
| In EVO | In BeamNG |
|---|---|
| The circuit's coordinates and time zone | The sun's path, at the time of EVO's race session |
| Lights | Point lights and spot lights with EVO's brightness, on at night |
| Wind | BeamNG's wind for the grass and trees, from EVO's direction and gusts |
| Track and layout details | The 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.