Alright, I have this code now:
Code:
material mat_ffp_multitex
{
event = mtl_terraintex_init;
skin1 = blendmap1; //Blendmap for texture 2
skin2 = blendmap2; //Blendmap for texture 3
effect
"
TEXTURE entSkin1;
TEXTURE entSkin2;
TEXTURE entSkin3;

TEXTURE mtlSkin1;
TEXTURE mtlSkin2;


matrix matMtl;

technique ffp_terrain_tex
{
pass P0
//////////////////////////////////////////////////////
//// Lets lay the first TEXTURE down. no alpha work
//// This will tile across the entire HMP
//////////////////////////////////////////////////////
{

alphablendenable=false;
alphatestenable=false;

zenable=true;
zwriteenable=true;

////////////////////////////////////////
// Stage 0
///////////////////////////////////////

TEXTURE[0] = <entSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

TEXTURETransformFlags[0] = Count2;
TEXTURETransform[0] = <matMtl>;
texcoordindex[0]=0;

ColorArg1[0] = TEXTURE;
ColorOp[0] = SELECTARG1;

alphaop[0]=disable;

//////////////////////////////////////
//stage 1
//////////////////////////////////////

colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
//////////////////////////////////////////////////////
//// Now we blend another TEXTURE using an alphamap
//// This TEXTURE will be blended
//////////////////////////////////////////////////////
{

//////////////////////////////////////
// Stage 0 - Setup the alphamap
//////////////////////////////////////

// We need to enable alphablending

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

// AlphaTestEnable uses the AlphaRef and AlphaFunc to
// determine which pixels get drawn.
// In this case, anything greater that 0 will be drawn.
alphatestenable=true;
alpharef=0x00000000; //Reference Value
alphafunc=Greater; //Comparison Function

TEXTURE[0] = <mtlSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

//
// We don't want the alphamap to tile
//
TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = SELECTARG1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

//////////////////////////////////////////////
// Stage 1 -- This is the TEXTURE to splat
//////////////////////////////////////////////

TEXTURE[1] = <entSkin2>;


// Zenable is supposed to default to true.
// This enables depth testing to determine what pixels
// are visible to the viewer

zenable=true;
zwriteenable=true;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

///////////////////////////////////////////////
// Stage 2
///////////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;


}

pass P2
{

////////////////////////////////////////
// Stage 0
////////////////////////////////////////

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <mtlSkin2>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=1;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <entSkin3>;

zenable=true;
zwriteenable=true;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=0;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P2

} // End of Technique
";
}


three textures, they all blend perfectly. Now a last question: Is it possible to use dynamic lights on them? This is really important for the game.

The terrains reacts on fog but not dynamic light.


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