Here's the basis of the 2nd landscape engine for ODF. There is no culling and it probably needs optimisation. Wouldn't be suitable really for an FPS type project, due to the overhead. It's been developed for RTS type projects with a top down view so you can cull a lot of the meshes, then it should run pretty fast.
There are issues with particle transparency, because there are already lots of layers of transparency on the landscape. Would recommend experimenting with all the particle engines you intend to use before commiting to this engine, just incase the particle effects you want to use don't display properly.
Suggest you load landscape.dba, create a project, then add the remaining source files and it should find the media. Feel free to use the media whereever. The real code is in mapmaker.dba - the rest is just hacked padding for the little chopper demo.
The basic principle is:
-Meshes are layered and textured completely with one tiling texture.
-Image files define the alpha levels for each vertex on each tile
-Vertices normals and raycasting is used for shadow effects
I think this might require the full version of EZRotate. Not sure, but definitely needs a version and also needs Sparky's DLL for raycasting. Make sure you use the included mesh .x file for your landscapes, as meshes you make in DB will probably not have the required vertex data for alpha transparencies.
Also note, the code is largely uncommented, so it won't be a fun read the first time in, but I code in a structured way, so it should make sense to an experienced coder.
Let me know if you do anything cool with it.
Edit: This is a more advanced version of the engine seen in this vid (foliage systems have been added)
http://www.youtube.com/watch?v=OGfpHHMzFA0