Now we have to make a ground where the sky would meet at the horizon.Go to the Objects menu and select “Plane”. Now draw out a more or less equal sided plane in the top viewport, which would be slightly bigger than the diameter of the sphere.

[NOTE: We won’t need to flip the faces of the plane. Since it will be the ground, we are going to see it from the top while in-game.]
Now move the plane in the front viewport down so that it is just above the lower-most margin of the sky-dome like in the picture below. As far as there is no leakage at the joining parts of the meshes, it’s perfectly ready.
[NOTE: The main reason why I used a plane for the ground instead of keeping the sphere is that, I wanted to keep the polygon count as low as possible.And since I’m making a dark night sky, the ground wouldd be perfectly dark.So there’s no necessity of keeping a lot number of stupid polygons over there.]
If I were to use a non-cloudy texture, then my modelling would have been ended at this particular moment.But clouds are far more lower than the sky. So now I need to squash the total skybox to make it of lower height. Firstly select both the sky-dome and the plane by dragging out a rectangle with the select tool in the front viewport. Now keep pressing the “Uniform Scale tool” in the main toolbar for a moment or two and some other tools would drop down. From the list select “Non-uniform Scale”.
A pop-up will ask you whether to continue or not. Press “yes” in it. Now scale them just like I’ve shown in the following pictures . Now move the skybox slightly downward so that the grid centre lies just a bit above the plane.
  
[NOTE: I did the previous move because by default while exporting into Max Payne’s (.kf2) format, the grid centre is regarded as the pivot centre of the skybox, if not specified.]
Okay now we are perfectly ready with our modelling part. Next we will go to the texturing part.
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