hey, great idea! never thought of going this way!
As long as u don't use all 10x10=100 textures but instead edit those lets say 10 or 15 so they fit together, and use them as often as possible, this is probably the best method to avoid those ugly transitions!
LOD Terrain mapping
Moderator: Moderators
another way is a COD type of texture . You make a texture that has an alpha channel and use shades of gray in the alpha channel so that the texture goes to black or dark gray in the areas you want blented so that it blends into another texture then place it 1 unit above the other texture .

and the shader

and the shader
Code: Select all
textures/test/blend
{
qer_editorimage textures/test/blend.tga
qer_keyword terrain
qer_keyword dirt
qer_keyword masked
qer_keyword bdbodger
surfaceparm stone
{
map textures/test/blend.tga
rgbGen identity
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}