Z-order problem with alpha terrain

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Hi,

I'm having a problem with a terrain editor I've been messing around with. I'm trying to use vertex alpha blending to make a smooth transition from one texture to another by having a different surface for each texture and fading them in and out.

To do this I have to enable EntityFX 32 for all the terrain meshes (my terrain is made up of many different meshes tiled together) which causes z-order problems.

I've heard of people using a bottom surface that's just all white or some solid color to fix this problem but I've tried that and it doesn't seem to work. Any suggestions?