Currently, each texture is "splatted" depending on the terrain type. When making a map each dataset contains the information of each of the tile's default terrain types. For example, dataset1 has these: http://i33.tinypic.com/2s6a8mf.png
Here's what they all mean:
Each terrain type gives speed advantages and disadvantages for each propulsion type. However, the terrain types used by a map can be changed by selecting a terrain type from the toolbar shown in the previous image and clicking on the texture you want to change on the left hand side, all off that type of tile will now be what you've set it to. This means that you can have impassible terrain that looks like sand (for example) and cliff tiles which can be driven over. I can make these my cliff tiles: 
But with the way the new terrain renderer works, because
and
both use the "cliff face" terrain type, both will always use the rock texture which is used by that tertile set.Considering that a large number of the tiles use the same terrain type this can lead to a large loss of detail to maps and can end up with whole areas being one texture. My proposal is that each tile, or group of tiles (similar tiles can be grouped) should decide which texture is "splatted" instead of the terrain type, this gives more freedom to map makers and will increase the detail to some maps.
There we go, any opinions or counter arguments?



