Still not right but closer. In this case I do see the mossy ground with a white path but everything is blended as opposed to a crisp mask.
I should point out that I've been doing some interesting mask-style effects using the second UV set (you can manipulate it in Ultimate Unwrap.) This may or may not be useful to you however; among other things, this doesn't work with heightmap based terrain (like Blitz's built in terrain system) since you need to have a pregenerated model whose UV coordinates you modify. I'll probably be writing a tutorial on how to do this and ask Brad to post it on www.unwrap3d.com
ADDITION: If you are going to use that code, make sure to add the flag for multitexturing to every CreateTexture call (there are two.) Otherwise there is ugly shimmering/pixel interference of the texture far away. In other words CreateTexture(w,h) becomes CreateTexture(w,h,8)
I should point out that I've been doing some interesting mask-style effects using the second UV set (you can manipulate it in Ultimate Unwrap.) This may or may not be useful to you however; among other things, this doesn't work with heightmap based terrain (like Blitz's built in terrain system) since you need to have a pregenerated model whose UV coordinates you modify. I'll probably be writing a tutorial on how to do this and ask Brad to post it on www.unwrap3d.com
ADDITION: If you are going to use that code, make sure to add the flag for multitexturing to every CreateTexture call (there are two.) Otherwise there is ugly shimmering/pixel interference of the texture far away. In other words CreateTexture(w,h) becomes CreateTexture(w,h,8)