# PED::_REQUEST_TEXTURE

- **Hash:** `0xC5E7204F322E49EB`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestTexture`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_TEXTURE

## Signature

```c
int _REQUEST_TEXTURE(Hash albedoHash, Hash normalHash, Hash materialHash);
```

## Parameters

- `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

### Lua

```lua
local retval = RequestTexture(albedoHash, normalHash, materialHash)

-- always available, by hash
local retval = Citizen.InvokeNative(0xC5E7204F322E49EB, albedoHash, normalHash, materialHash, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestTexture(albedoHash, normalHash, materialHash);

// by hash
const retval = Citizen.invokeNative('0xC5E7204F322E49EB', albedoHash, normalHash, materialHash, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
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.InvokeNative` needs the number — pass `joaat("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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
