I have written previously about NIF files and about open source
Niftools. NIF file stores a scenegraph. Import/export is available
for Blender, Max, Maya. Standalone NIF viewer+manipulator, Nifskope,
is available as well.
http://niftools.sourceforge.net

NIF format supports multitextures:
Base Texture
Dark Texture
Detail Texture
Gloss Texture
Glow Texture
Bump Map Texture
Normal Texture
Unknown2 Texture
Decal 0 Texture
Decal 1 Texture
Decal 2 Texture
Decal 3 Texture
Shader Textures[ NumShaderTextures ]

Shader textures are of the same type than all previous textures.
That means you don't have to use the prenamed texture slots.

Added bonus is that if you switch to Gamebryo engine, all your
NIF files works there natively. Games which use Gamebryo are,
e.g., Oblivion and upcoming Fallout 3. Check their screenshots.

There would not be a need to integrate the whole NIF system to
OSG, only what is needed. I have written my own partial nifparser
library (in plain C) based on docs found in Niftools (so that
I had best change to actually learn the format, not to torture
myself), and I have rendered lightly the Oblivion NIF files.
So, I have some expertise, but I'm sure here are people who are
qualified coders and does the integration job in notime.

Another way could be in writing the OSG file format export/import
for Blender etc. Assuming that OSG stores your multitexture scenegraph.

Juhana
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