Summary: Make a 3d mesh exactly the size of your terrain. Then do a raytrace trough the mouse towards the terrain. This will give you the x and z coordinate of the tile. Now from the z coordinate you can calculate the y coordinate of the tile without elevation. Then you can use one of your links to calculate the tile at that position. Now some simple math will give you the quadrant.
Your terrain is probably created from a 1D or 2D array of height values. We can use this to create the 3d mesh. I am using Bullet here for some examples.
std::vector <unsigned char> heights; //This 1D vector contains the heights
width = 64;
height = 64;
//We make a shape for the terrain using the heights. We need to give bullet the width
//and height of the terrain, the heights, the scaling, the minimum height, the maximum
//height, the up axis (0:x,1:y,2:z), the data type and whether to flip quad edges.
btHeightfieldTerrainShape* terrainShape = new btHeightfieldTerrainShape(width, height, heights.data(), 1, 0, 255, 2, PHY_UCHAR, false);
//We make the Bullet rigidbody using the shape
body = new btRigidBody(0, new btDefaultMotionState(), terrainShape);
body->setFriction(0.8f);
body->setHitFraction(0.8f);
body->setRestitution(0.8f);
//Bullet automatically centers the body so we undo that
//Be sure to move and rotate the body in such a way that it matches your terrain
body->getWorldTransform().setOrigin(btVector3(width / 2 - 0.5f, height / 2 - 0.5f, 255/2.f));
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
//And finally we add it to the world.
physics.dynamicsWorld->addRigidBody(body);
So our mesh is ready and positioned. We are ready to start raytracing. Now I am not familiar with ray tracing trough a mouse so I hope you are able to do that yourself with the help of the internet.
So once we have the coordinates we can calculate which tile is under the mouse.
Suppose the arrows in the image indicate positive directions.

Tile column under mouse = std::floor(raycast.x);
Tile row under mouse = raycast.y - raycast.z
And that's about it I believe.