EvoForge – First Alpha Release
Welcome to the very first Alpha release of EvoForge!
This version is available for free.
At the moment, the only paid features are:
Access to the unpacked build.
Access to future Beta releases.
Beta versions will always stay one or two updates ahead of the public release.
The paid features are intended to help fund the project's research and development, while also motivating continued work on improvements, bug fixes, and new features.
Current Features
The current version of EvoForge allows you to:
Import cars from Assetto Corsa (AC1).
Create a new Assetto Corsa EVO car based on an existing EVO vehicle.
Swap vehicle components between Assetto Corsa EVO cars, as well as between imported AC1 cars and EVO cars.
Edit the default vehicle setup and the setup parameter ranges available in the game's setup menu.
Current State
EvoForge is still in a very early stage of development and is far from being polished.
Import quality currently varies significantly depending on the original mod. Some conversions work surprisingly well, while others require substantial manual work.
That said, there's already plenty to experiment with and have fun with.
The unpacked build is especially useful for experienced modders, as it provides a solid starting point—even if the generated project can still be quite messy.
A Small Request
I'd also like to ask everyone to avoid publicly sharing cars generated with EvoForge without taking the time to improve them first.
The goal of EvoForge is not to flood the community with quick conversions or low-quality mods. Instead, it's designed to let players have more fun with Assetto Corsa EVO, help newcomers experiment with the early stages of modding, and give experienced modders a solid foundation to build high-quality projects.
At its current stage, the generated cars should be considered a starting point rather than finished mods. If you plan to release a car publicly, please take the time to refine, fix, and polish it first. This will help maintain the quality of the community's content while EvoForge continues to evolve.
Beta Releases
Beta versions will primarily be used to distribute major updates before they reach the public release.
Smaller fixes and minor improvements will usually be released directly to the public version, unless a major update is actively being developed.
Comments (25)
Just a question: will converting cars from AC1 to AC EVO only be possible by signing up for the monthly subscription or by being a tester? Or, as in the past, will free releases be issued that provide more options within the program? I ask because I tried to convert a car, but I got this message: "Not included in your account: Convert an AC1 car to EVO. It is part of the Beta tester tier."
For the moment, I don't know exactly what form it will take; that's why I operate this way.
how to download free version?
can converted AC1 cars be used as AI for offline racing? I tried to and I'm not sure if I'm doing something wrong but the car I converted wont clone itself to be used as AI and the other cars I converted won't join the grid, I don't have the option
Brother, I would love to pay, but all international recurring payments are blocked from India. Let me know if any other way. More power to you. Cheers.
You need to convert all the textures from AC1 and export them so the SDK can read them correctly. In the free version, some textures are being converted incorrectly, and the same happens with certain materials—the interior ends up looking chrome instead of using the proper material. The gauge needles also don't work because the original dummies are still inside "cockpit_hr". Another issue is that the "cockpit_lr" FBX needs to be hidden, otherwise it appears in-game together with LOD0. I think the ideal solution would be for EvoForge to generate the FBX files before compiling them into ".mesh" files. That way we could edit the FBXs before importing them into the SDK, making it much easier to adjust objects, fix materials, and make other changes before the final compilation.
Hi! Thanks a lot for the feedback, I really appreciate it. I’ve taken note of all your suggestions, and to be honest, that’s exactly what’s planned on my roadmap! In an unreleased version (not even available to beta testers yet), I’ve already managed to restore the gauge needles and get them working correctly. Thanks again for taking the time to test EvoForge and share such detailed feedback—it really helps improve the project.
sweet tool mate im trying out youre teasers and wondering how i can add them to a server ?
I think Assetto Corsa has completely blocked multiplayer when using mods for the time being... It would be worth a try. I haven't really had time to look into it yet, so unfortunately, I can't help you. And thanks for the compliment :)
why does the car be an abarth all the time in game ?
Appreciate the work so far! I tried importing kunos m3 e92, driving seems to work nicely. an input though, it imported the LR version of the cockpit and the RIM BLUR, which i had to delete manually from the 3d using blender to fix Also question, how does it generate tires? is there a way we can check the params and stuff? does it take the dimensions as input and auto create a tire?
ton outil est top mais il manque trop de chose comment les reglages precis sur le moteur , la pression de turbo est parfois gerer avec des controleurs de turbo et d'autre parametre qu'on ne peut pas toucher , je suis pret a payer mais c'est indispensable !
If you downloaded the tool before this date and were experiencing issues, please download it again — the latest version has been updated and should fix these problems.
I tried launching the program myself: I tried dragging and dropping my mod folder, moving the AC EVO "content" folder into my mod folder (and the savegames folder), and running it as an administrator. Unfortunately, it opens briefly and then immediately closes, telling me it can't find the "content.kspkg" file. Is there a specific procedure for launching it, or perhaps a way to do it via the command prompt (cmd)?
Hi! An update addressing that is coming in the next few minutes. :)
Great, thanks for the work and effort You put onto this!
USER_PREFERENCES LOADED!\ncontent.kspkg NOT FOUND — cannot build the car data (set its path in Settings) can't run
Hi! An update addressing that is coming in the next few minutes. :)
why i can't open the app on windows ?
What exactly happens when you launch the app?
Awesome tool, early stage but already powerful for experimented modders!
i know this isn't supposed to be used on linux, but i tried it with wine, and it couldnt find content.kspkg and couldnt convert mods, can you explain the directories and configs i give it so it can find the right directories? when i set ace mod folder, it says path validated and then says error, and also something about no mech in logs
Hi ! The tool was develop on Linux, so it can work properly but I need to publish a binnaire for Linux. I Will publish Linux version soon.
Much appreciated
I can finally add a vette 🥹 Thank you
