_SET_ANIMAL_PELT_TEXTURE
Sets the texture variant used by an animal pelt entity.
Hash
0xDD03FC2089AD093CRuntime name
SetAnimalPeltTextureNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_SET_ENTITY_PELT_TEXTURESignature
void _SET_ANIMAL_PELT_TEXTURE(Entity entity, Hash peltAsset, Hash albedoHash, int p3);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
peltAsset | Hash | — |
albedoHash | Hash | — |
p3 | int | — |
Returns void
Description
Sets the texture variant used by an animal pelt entity.
Observed usage calls this on a pelt entity after the required TXD resources are streamed.
peltAsset identifies the base pelt asset, such as joaat("PROVISION_WOLF_FUR"), while albedoHash appears to select the visual texture/albedo variant.
Set the pelt texture to the entity, by albedo hash and inventory item hash
Examples: object: P_CS_PELT_MEDLARGE albedo: a_c_boar_01_head_000_c0_000_ab, inventoryItem: PROVISION_BOAR_HIDE_POOR
Usage
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3)
-- always works, by hash
Citizen.InvokeNative(0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3)JavaScript and C#
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3);
// by hash
Citizen.invokeNative('0xDD03FC2089AD093C', entity, peltAsset, albedoHash, p3);Function.Call((Hash)0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.