If I'm on the right track I think the closest you can get to this kind of texturing in Blitz is the insaner demo in the samples folder. That demo blends a path texture with a grass texture using an alpha map. With Blitz's texturing I think blending 2 textures together like that is the limit because if you load in another texture and another alpha map for it it overwrites the other textures you had.
In that link you posted he seemed to be using methods not available to blitz in terms of manipulating textures. He seems to have 1 alpha texture for each texture used on a terrain tile stretched across the tile, which is ok for him because he has the means to use multiple alpha maps per surface for each texture. Unfortunately I don't think this is possible in blitz. I'd love for someone to prove me wrong though because it'd be damn useful! :)
Theres no reason why there would be seams between tiles for a tiled terrain using vertex alpha though. Theres just the overhead problem of all the extra tris.
In that link you posted he seemed to be using methods not available to blitz in terms of manipulating textures. He seems to have 1 alpha texture for each texture used on a terrain tile stretched across the tile, which is ok for him because he has the means to use multiple alpha maps per surface for each texture. Unfortunately I don't think this is possible in blitz. I'd love for someone to prove me wrong though because it'd be damn useful! :)
Theres no reason why there would be seams between tiles for a tiled terrain using vertex alpha though. Theres just the overhead problem of all the extra tris.