Its a piece of cake to remap the texture in Blender once you know how to do it. Blender doesn't communicate with rFactor though, You have to export as 3ds then import the 3ds into simed to convert it to gmt. That bit gets a little tricky and you start yelling out "Daavve heeellllllppp"

but it's easily overcome.
As for blending, I do believe it is possible to do in Blender, but I haven't learned that bit yet :D.
I wrote a tutorial on how to make a car prop for BTB using Blender, I made a copy of it here.
http://3rdgearmotorsports.com/wordpress/?p=120 This tutorial will cover the basics of using Blender, the basic tools etc. About half way down the page I explain how to get to the UV editor and how to UV unwrap. That should give you an idea on what you would need to do if you went down this path. Although to unwrap the terrain like you have to do, you would use a slightly different technique "follow active quads" that way you will be able to get the terrain mesh square on to the texture.
Actually, you got me going now, I will go and try this myself and see if I can figure out the blending of textures.