Well there is away round all of this if Planetside (Please consider) had an export feature where you converted the procedural landscape as a mesh (Quads please, not triangles) with the displacement been exported in the same file (Say .FBX or layered .PSD) as a separate map that would be loaded into the displacement channel of the target application with the artist given control weather this process is automatic (Target application creates appropriate displacement channel on import) or manual.
That way you could keep the detail created in TG2 without having to lose information using .LWO files using Grey-scale height-fields. This file, thus exported would also contain other important data such as Color, Reflection and so-forth again with artist control (Weather they are to be opened by the target application as an automatic or manual process).
The tessellation (Mesh conversion) process would either be an in Terragen option or more practically, an option on export form the File Menu labeled some thing like "Convert Terrain to Mesh" there should naturally be options about what is to be converted into a mesh, these might included
• Terrain Viable to current render camera
• User defined Tile Selection: User defines the terrain tile/s to be exported
• Whole Planet Export: this option is likely to take longest in terms of user wait time, but this is codependent on many factors including file size, limitations (Technical) of chosen export format (Vendor issue rather than user issue), user hardware limitations etc.
Sorry, to hijack this thread but some thing to consider for the future.
Regards to you.
Cyber-Angel