And also, Terrains don't use multisurface.
Ross - I guess you are using ALE or FLE to create the terrain-mesh? Because, they use Vertex Alpha to "blend" in additional surfaces. But when you are using any alpha meshes, you'll automaticly get Z-Order troubles, exactly as you describe it.
This is also why I suggested RifRaf should use two meshes for FLE: one for the basic mesh with Texture 1. This mesh doens't use ALpha at all. The second mesh is made of the remaining 7 surfaces that are using Vertex Alpha. So you have to check for collision on less geometry, and it also allows to limit the Z-Order problem with additional Alpha Meshes.
There are still some versions of FLE tha are using the two meshes export method, but they lack of a number of features RifRaf added later (eg. Lightmapping)
Ross - I guess you are using ALE or FLE to create the terrain-mesh? Because, they use Vertex Alpha to "blend" in additional surfaces. But when you are using any alpha meshes, you'll automaticly get Z-Order troubles, exactly as you describe it.
This is also why I suggested RifRaf should use two meshes for FLE: one for the basic mesh with Texture 1. This mesh doens't use ALpha at all. The second mesh is made of the remaining 7 surfaces that are using Vertex Alpha. So you have to check for collision on less geometry, and it also allows to limit the Z-Order problem with additional Alpha Meshes.
There are still some versions of FLE tha are using the two meshes export method, but they lack of a number of features RifRaf added later (eg. Lightmapping)