People always comment on fixing the edges when I don't hide them. Honestly maybe I could just make a skybox that blends the edges. I'd do trees like my last map but for such a huge map, it might not be ideal because I don't want players camping on the perimeter. Dang, there's a perfect skybox I should have used now that I think of it.
Yeah, just map it like you would do if it was a part of the map, then keep only the part you want as the skybox and save it as another .rmf/.jmf. Compile it with at least one light or one info_player_start/deathmatch anywhere in the map, and lastly open it with Crafty/Object Viewer and export it as .obj. From that you can import it in whatever modeling program you use, fix all the stuff you want to fix or add and compile it.
Just keep in mind that the .obj will be rotated 90° in the modeling program, and you should pay attention to the model's origin placement in the map so that it receives light, otherwise it'll be pitch black.
Compile it with at least one light or one info_player_start/deathmatch anywhere in the map, and lastly open it with Crafty/Object Viewer and export it as .obj. From that you can import it in whatever modeling program you use, fix all the stuff you want to fix or add and compile it.
Just keep in mind that the .obj will be rotated 90° in the modeling program, and you should pay attention to the model's origin placement in the map so that it receives light, otherwise it'll be pitch black.