_REQUEST_TEXTURE
Creates a texture override data for ped and returns it's index.
Hash
0xC5E7204F322E49EBRuntime name
RequestTextureNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _REQUEST_TEXTURE(Hash albedoHash, Hash normalHash, Hash materialHash);Parameters
| Name | Type | Description |
|---|---|---|
albedoHash | Hash | — |
normalHash | Hash | — |
materialHash | Hash | — |
Returns int
Description
Creates a texture override data for ped and returns it's index.
So you can replace any texture of any ped's component.
Also, you can add overlays on it, such as aging, lipstick and more.
Textures can be reused by multiple peds at once.
You can keep only 32 textures at once(including other peds).
https://github.com/femga/rdr3_discoveries/blob/master/clothes/change_overlays_script.lua
materialHash: https://github.com/femga/rdr3_discoveries/blob/master/clothes/cloth_drawable_albedo_normal_material_TEMPORARY.lua
Usage
local retval = RequestTexture(albedoHash, normalHash, materialHash)
-- always works, by hash
local retval = Citizen.InvokeNative(0xC5E7204F322E49EB, albedoHash, normalHash, materialHash, Citizen.ResultAsInteger())JavaScript and C#
const retval = RequestTexture(albedoHash, normalHash, materialHash);
// by hash
const retval = Citizen.invokeNative('0xC5E7204F322E49EB', albedoHash, normalHash, materialHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0xC5E7204F322E49EB, albedoHash, normalHash, materialHash);- 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
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