Another recent image:
Updated with some recent images.
While waiting for Azalrion to finish an overhaul of the DetourCrowd stuff scorvi proposed (wink wink, nudge nudge) I started working a little bit on a simple terrain editor for Urho3D. It's pretty basic right now, only a few hours into it mostly on weekends when I'm not working IRL. You can find it at this clicky right here if you are interested in running rough, unpolished code. It'll run from unmodified Urho3DPlayer if you like. Just copy the TerrainEditorData to the Bin directory and add it as a Resource Directory. (Disclaimer: not currently tested from a vanilla Urho3DPlayer; also not tested in OpenGL. If you try it and run into problems, let me know.) To run, execute the file LuaScripts/testterrainedit.lua. (Did I mention it requires Lua support to be built in?)
Additionally, it comes with the framework code for an enhanced player app that includes built in support for the vm branch of the Accidental Noise Library for noise function support.
The program supports a basic set of brushes: edit height, smooth height, 4 detail blend layers (using an enhanced version of the default TerrainBlend shader to support a detail layer in the alpha channel of the blend texture) masking and filters. The height editing is fairly reminiscent of the old Age of Mythology editor. It's serviceable, but the real power of a thing like this is in procedural support which is where the Filters come in, accessible via the toolbar menu.
Filters are implemented as Lua scripts held in a certain directory that is scanned at startup. They specify parameters that can be tweaked, and upon a press of the execute button will perform their scripted action.
So far, I've only implemented a small handful of test filters: one to Cliffify terrain (ie, set terrain to a cliff texture based upon its steepness), one to generate a fractal-based mottled pattern of dirt and grass and one to generate a generic fractal-based terrain with some tweakable parameters. As I refine this thing (and especially as I use it for other projects) that filter list is certain to grow. In order to use the included filters, the Urho3D player needs to be built with the ANL noise support.
The program is really very simple. An editor component is implemented as a script object (it'll probably be done as a C++ component very soon) exposing some methods for painting to the various layers, and a UI component instances the UI widgets and hooks them all up. The UI is currently VERY unpolished and will certainly change as time goes by. There are a few issues (such as changing filter parameters not being persistent between sessions at the filters window) but for the most part it is functional. As of the time of this initial posting, importing and exporting from PNGs is not fully supported; you can do an export of the terrain map by pressing 's' and the blend map by pressing 'd'. 'a' takes a screenshot. I'm working on the New Terrain and Import/Export dialogs pretty much as we speak, though.
Anyway, if you're interested take a look. It'll be a project I work on occasionally as I require features, but it won't be a main focus item (especially once Azalrion gets moving).