You can use tools>world scale to scale the 64x64 to a more 'localized' size while still maintaining the level of detail.
Personally i would use 2x2 blocks of 32x32 (or even 4x4 16x16 blocks) as you can hide or block collisions on the unused geometry -until it is needed in order to speed things up.
Strangely enough, in blitz i have found 2x2 32x32 much more efficient on the frame rate than 1x1 64x64 block with no interference or cleverness involved.
To do what Ross_C said: (If you want to use blitz'z dynamic LOD terrains (createterrain())
Then rather than use a mesh, simply export your 1x1 64x64 map from TED as a heightmap and texture it with the supertexture (also exportable) and texture the blitz terrain with that instead. A "Supertexture" is simply a high res aerial shot of the terrain block and so does not look as crisp as the vertex alpha.
However, you can cheat this by using the second set of blitz UVs to provide a blended tiled detail map on another texture layer to get some visible 'roughness' and it helps it look less blury.
As you are doing a racing game that requires extra speed and smoothness i would reccomend this dynamic terrain option.
Personally i would use 2x2 blocks of 32x32 (or even 4x4 16x16 blocks) as you can hide or block collisions on the unused geometry -until it is needed in order to speed things up.
Strangely enough, in blitz i have found 2x2 32x32 much more efficient on the frame rate than 1x1 64x64 block with no interference or cleverness involved.
To do what Ross_C said: (If you want to use blitz'z dynamic LOD terrains (createterrain())
Then rather than use a mesh, simply export your 1x1 64x64 map from TED as a heightmap and texture it with the supertexture (also exportable) and texture the blitz terrain with that instead. A "Supertexture" is simply a high res aerial shot of the terrain block and so does not look as crisp as the vertex alpha.
However, you can cheat this by using the second set of blitz UVs to provide a blended tiled detail map on another texture layer to get some visible 'roughness' and it helps it look less blury.
As you are doing a racing game that requires extra speed and smoothness i would reccomend this dynamic terrain option.