It's important to realise that this is an actual TS12-compatible route (can you guess which one?) which we've downloaded from the Download Station. Now that the underlying engine is capable of supporting most of the features that we require for Trainz, progress is now more obvious. The baseboards are also positioned correctly, although not all of them have loaded due to the incomplete state of the visibility system. In the next screenshot you can see that we've got simple scenery objects (trees, mostly) but nothing complex like splines or industries. Even at this early stage, we've fixed a few platform-specific bugs. We use a variety of platforms and hardware configurations for development which helps ensure that the product is well tested in different configurations. You'll notice that these screenshots are from the mac build our Engine lead developer primarily works on Windows whereas our Trainz lead developer uses MacOS X for day-to-day tasks.
The heightmap and basic texture loading are both functional, but the texture coordinates are not yet reading correctly. The screenshot below shows our first usable terrain import. While engine development continues, we're getting a headstart on porting the game environment from Jet to E2.