@RyanB Sorry for the long delay to reply to your post, but I wanted to say thank you for demystifying that for me a little more. I apparently got fooled in the areas I was playing because of some nice shader tricks. Looking at it more, you absolutely have a point -- they are just intersections in the ground. Two questions…
1. Sorry, can't give away scripts I made at work. Not my property. But, you can look at http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-0 for an example of how to blend vertex lighting on adjacent objects. For the last game I worked on, I wrote a shader that covered up the seams at the cost of some blurring.…
My experience with large terrains: 2 racing games, approx. 8km x 8km map size - the terrain is sculpted as one big piece then chopped up into sections for artists to work on the smaller pieces - I brought the smaller pieces that were adjacent to each other into a file. I would then use a script that automatically blended…