RedM Natives

_SET_TEXTURE_LAYER_TEXTURE_MAP

Hash0x253A63B5BADBC398
Runtime nameSetTextureLayerTextureMap
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_LAYER_TEXTURE_MAP(int textureId, int layerId, Hash albedoHash, Hash normalHash, Hash materialHash);

Parameters

NameTypeDescription
textureIdint—
layerIdint—
albedoHashHash—
normalHashHash—
materialHashHash—

Returns void

Usage

Lua
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash)

-- always works, by hash
Citizen.InvokeNative(0x253A63B5BADBC398, textureId, layerId, albedoHash, normalHash, materialHash)
JavaScript and C#
JavaScript
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash);

// by hash
Citizen.invokeNative('0x253A63B5BADBC398', textureId, layerId, albedoHash, normalHash, materialHash);
C#
Function.Call((Hash)0x253A63B5BADBC398, textureId, layerId, 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

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