# PED::_SET_TEXTURE_LAYER_TEXTURE_MAP

- **Hash:** `0x253A63B5BADBC398`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetTextureLayerTextureMap`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_TEXTURE_LAYER_TEXTURE_MAP

## Signature

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

## Parameters

- `textureId` (`int`)
- `layerId` (`int`)
- `albedoHash` (`Hash`)
- `normalHash` (`Hash`)
- `materialHash` (`Hash`)

## Returns

`void`

## Usage

### Lua

```lua
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash)

-- always available, by hash
Citizen.InvokeNative(0x253A63B5BADBC398, textureId, layerId, albedoHash, normalHash, materialHash)
```

### JavaScript

```js
SetTextureLayerTextureMap(textureId, layerId, albedoHash, normalHash, materialHash);

// by hash
Citizen.invokeNative('0x253A63B5BADBC398', textureId, layerId, albedoHash, normalHash, materialHash);
```

### C#

```csharp
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.*
