RedM Natives

_SET_TEXTURE_LAYER_TINT

Hash0x2DF59FFE6FFD6044
Runtime nameSetTextureLayerTint
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_LAYER_TINT(int textureId, int layerId, int tint0, int tint1, int tint2);

Parameters

NameTypeDescription
textureIdint—
layerIdint—
tint0int—
tint1int—
tint2int—

Returns void

Description

Seem color is not RGB or HSV

Usage

Lua
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2)

-- always works, by hash
Citizen.InvokeNative(0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2)
JavaScript and C#
JavaScript
SetTextureLayerTint(textureId, layerId, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0x2DF59FFE6FFD6044', textureId, layerId, tint0, tint1, tint2);
C#
Function.Call((Hash)0x2DF59FFE6FFD6044, textureId, layerId, tint0, tint1, tint2);
  • 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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