Hi Shadow,
Thanks for the additional information regarding the type of items you're trying to import.
Ideally, make sure that the motion being exported as an FBX from Blender has been baked out for each frame and doesn't have any Euler rotation errors. That would look like a jump in the motion curve from -180 to 180 degrees over a single frame. The images below show an example of what this would look like in Lightwave; before and after fixing the rotation, and before being exported as the FBX file.
Can you give us an example of the incorrect rotational values? For example, what do you expect the Rotation X value to be on frame 1 and what is the value you're getting on that channel when it's imported into Terragen? Is that value actually on another channel, for example the Rotation Z channel instead of the Rotation X channel? If it's the later, you can position the timeline to frame 1, select all the Rotation Z keys in the animation pane (Ctl A), copy them (Ctl C), select all the Rotation X keys (Ctl A), then paste (Ctl V) to overwrite the Rotation X valules with the Rotation Z values.