RedM Natives

_SET_TEXTURE_LAYER_MOD

Hash0xF2EA041F1146D75B
Runtime nameSetTextureLayerMod
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_LAYER_MOD(int textureId, int layerId, Hash modTextureHash, float modAlpha, int modChannel);

Parameters

NameTypeDescription
textureIdint—
layerIdint—
modTextureHashHash—
modAlphafloat—
modChannelint—

Returns void

Usage

Lua
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel)

-- always works, by hash
Citizen.InvokeNative(0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel)
JavaScript and C#
JavaScript
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel);

// by hash
Citizen.invokeNative('0xF2EA041F1146D75B', textureId, layerId, modTextureHash, modAlpha + 0.0000001, modChannel);
C#
Function.Call((Hash)0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel);
  • 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`.
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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

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