_SET_TEXTURE_LAYER_PALLETE
Hash
0x1ED8588524AC9BE1Runtime name
SetTextureLayerPalleteNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_TEXTURE_LAYER_PALLETE(int textureId, int layerId, Hash paletteHash);Parameters
| Name | Type | Description |
|---|---|---|
textureId | int | — |
layerId | int | — |
paletteHash | Hash | — |
Returns void
Description
paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua
Usage
SetTextureLayerPallete(textureId, layerId, paletteHash)
-- always works, by hash
Citizen.InvokeNative(0x1ED8588524AC9BE1, textureId, layerId, paletteHash)JavaScript and C#
SetTextureLayerPallete(textureId, layerId, paletteHash);
// by hash
Citizen.invokeNative('0x1ED8588524AC9BE1', textureId, layerId, paletteHash);Function.Call((Hash)0x1ED8588524AC9BE1, textureId, layerId, paletteHash);- 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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