Are you sure you can retexture the inside with a hiddentextureseceltion? Mostly this is used for the oudside only.
The rule is simple: A 3D modeler can define an area that can be retexuted and this is visible in the config as:
hiddenSelections[] = {"camo1","camo2","camo3","camo4"};
you can then give them a new texture:
hiddenSelectionsTextures[] = {"\daf_c130h\c130h\klu\c130_1_CO.paa","\daf_c130h\c130h\klu\c130_2_CO.paa","\daf_c130h\c130h\klu\c130_3_CO.paa","\daf_c130h\c130h\klu\c130_4_CO.paa"};
< like surpher said, make a pbo folder with a name for your addon > (mine is called "daf_c130h" in this example)
this is the simplest config you could use:
class CfgPatches {
class daf_f16_paint {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"glt_f16","CAWeapons","CAAir","daf_pilot"};
};
};
class CfgVehicles {
class GLT_Falcon_MR;
class daf_diana_f16: GLT_Falcon_MR {
scope=2;
faction = "DAF";
vehicleClass = "DAF_Air2";
crew = "rnlaf_fighter_pilot";
displayName = "F16A/M 60 Years 323sqn (DirtyDiana, J-881)";
hiddenSelections[] = {"camo1", "camo2", "tailmark"};
hiddenSelectionsTextures[] = {"daf_f16_paint\data\skin2_co.paa", "\glt_f16\tex\wep_co.paa"};
};
};
note that 3 things have to be changed:
name of your new vehicle: displayName = ..
name of the config of the vehicle: class your_C130_USx: org_c130_classname
the textures