Imagine we have a map that looks like this now:

I never really liked the transition between the end of this asteroid and the skybox itself so I imagined something more unreal and different and came up with an idea like this:

Sure, right now this looks very odd but it could also work with one-color-floors, different skyboxes & walls and different flats (depends on how far this is possible).
I thought, how could this be done in an easy and maybe technically possible way, and so I came up with the "Alpha Sky Texture" (or Alpha Texture, whatever you like better.
I thought about creating a texture like this (also dependant to the mapper, this can be quite different):

...that's also defined in the ANIMDEFS as a special texture format
Code: Select all
alphatexture GRADIENT
Now using these textures would be quite simple: You just place lines directly in front of lines that you want to "fade", use the texture and voila, you're done:

Another possibility would be an ACS based solution but that would be more difficult but also more accurate. Nevermind, after doing this in DoomBuilder that way, the GZDoom ingame result would look like this:

So what would the engine have to do?
Simply draw the - by the image's white parts given - percentage of the skybox/sky or floor texture (horizonline style) instead of the "visible stuff behind it" (things, sectors, whatever lies behind). It would work exactly like LineHorizon, only that it doesn't draw this in 100%.
I can imagine that this is quite difficult for sector flats but I am almost sure that it shouldn't be too hard for Skybox-style Alpha Textures. Just let me know if something like this is possible. It would make up for great ideas and transitions in some places
