RedM Natives

_SET_TEXTURE_LAYER_PALLETE

Hash0x1ED8588524AC9BE1
Runtime nameSetTextureLayerPallete
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_LAYER_PALLETE(int textureId, int layerId, Hash paletteHash);

Parameters

NameTypeDescription
textureIdint—
layerIdint—
paletteHashHash—

Returns void

Description

paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua

Usage

Lua
SetTextureLayerPallete(textureId, layerId, paletteHash)

-- always works, by hash
Citizen.InvokeNative(0x1ED8588524AC9BE1, textureId, layerId, paletteHash)
JavaScript and C#
JavaScript
SetTextureLayerPallete(textureId, layerId, paletteHash);

// by hash
Citizen.invokeNative('0x1ED8588524AC9BE1', textureId, layerId, paletteHash);
C#
Function.Call((Hash)0x1ED8588524AC9BE1, textureId, layerId, paletteHash);
  • 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

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