Skip to end for new art / resource.
So I'm thinking pretty hard about scrapping the landscape that is now. It's pretty bland and lacks the sense of feeling that I wanted. Also some things went wrong in the beginning when I mostly generated the thing that I just can't seem to fix at this point. No fear, I can only see good things coming from this decision. Another reason is Id'ing meshes. Right now they are all a prety big mish mash and I'd like to begin keeping things consistent. This is also a good thing for any future co-operation. There is a growing interest in people who want to help out and I want their experience with this project to be the best so I have to make some amends.
There will be some some-what major location redesigning. Honestly I was just chasing old plans and dreams while they just felt like they were fading further and further away, no reason to do that. I'm now in control of my own artisticism and I it tells me to redesign some areas to fit the vision of now.
This is not as huge a stepback as it is a new way of making progress.
Some of the redesigning is because you simply can't do certain things with Mw default landscape. Not only were overhangs a problem but there's just so few effects that can be used with it. Which is why some of the crystal-ridden areas will use completely custom meshes.
Another issue was vertex paint difference between terrain and meshes. With the imported landscape vertex color map, terrain looked awesome but meshes that used the same texture to blend into the ground looked totally off. Finally some huge meshes had loading issues, still thinking about how to fix that one.
Anyhow you came here to see this so here it is, a new landscape mesh to hone this new direction:
http://i51.tinypic.com/264jjh4.jpg
(featuring another really huge texture to fill an entire mesh with non tiling detail).
Very nice stone.
As for your vertex paint issue, I've managed to get closer to solving that by simply using similar colors for the ground paint. There is still a bit of a mismatch, but I can get fairly close for most things. Just note the dominant color in nifskope, manually dial it in the terrain editor in the CS, and spray a bit of that color around your mesh.
Of course, I'm working primarily with snow at the moment, so I'll have to see how that goes when I return to the valley floor.