What was the disadvantages? Unleashed had separate files to describe a single material:
A .material file for properties values(diffuse, specular, etc.)
A .texset file for defining all the names of .textures to use.
A .texture file for each texture unit with the names of the DDS textures to load.
As you can see, a material with 2-3 textures would result in nearly 5-6 files. Just madness. Generations uses a single .material for this(root node type 3 in the specs posted), so I simply resaved them all to this better and shorter format.
Apart from being sure this just works now, some other positive side-effects. For one, it seems the mapping of stuff like this got fixed. Previously they just stretched to the ground. Therefore, some of the extra details are now visible now.
I also managed to find the bug that was driving me nuts on my terrain mesh loader, and fixed it. Now it loads up ALL the terrain(with the exception of water at the moment since that requires a plane definition), and also loading materials of course. With the next release of my editor you should be able to export the terrain geometry into a 3D editor of your choice, although I'm trying to figure out how to fix the uv mapping currently. At least with the reassurance that my loader is working smoothly now, I can go get my hands dirty into an importer.
Some more screens.
EDIT: Sorry Lobotomy.