RedM Natives

_SET_TEXTURE_LAYER_ROUGHNESS

Hash0x057C4F092E2298BE
Runtime nameSetTextureLayerRoughness
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_LAYER_ROUGHNESS(int textureId, int layerId, float texRough);

Parameters

NameTypeDescription
textureIdint—
layerIdint—
texRoughfloat—

Returns void

Usage

Lua
SetTextureLayerRoughness(textureId, layerId, texRough)

-- always works, by hash
Citizen.InvokeNative(0x057C4F092E2298BE, textureId, layerId, texRough)
JavaScript and C#
JavaScript
SetTextureLayerRoughness(textureId, layerId, texRough);

// by hash
Citizen.invokeNative('0x057C4F092E2298BE', textureId, layerId, texRough + 0.0000001);
C#
Function.Call((Hash)0x057C4F092E2298BE, textureId, layerId, texRough);
  • 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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