# ENTITY::_GET_PELT_TEXTURE

- **Hash:** `0x5744562E973E33CD`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `GetPeltTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_GET_PELT_TEXTURE

## Signature

```c
Any _GET_PELT_TEXTURE(Any p0, Any txdAlbedoDV, Any txdNormalMapDV, Any txdMaterialDV, Any p4);
```

## Parameters

- `p0` (`Any`)
- `txdAlbedoDV` (`Any`)
- `txdNormalMapDV` (`Any`)
- `txdMaterialDV` (`Any`)
- `p4` (`Any`)

## Returns

`Any`

## Description

*Source: VORPCORE RDR3natives*

Get the pelt TXDs by the animal albedo hash, returns: normal map hash, material hash and albedo hash, this native needs dataview to be passed in, then use it to get the pelt TXDs

## Usage

### Lua

```lua
local retval = GetPeltTexture(p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0x5744562E973E33CD, p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = GetPeltTexture(p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4);

// by hash
const retval = Citizen.invokeNative('0x5744562E973E33CD', p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x5744562E973E33CD, p0, txdAlbedoDV, txdNormalMapDV, txdMaterialDV, p4);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
