Some interesting things from Red Dead Redemption 2.
To apply overlays use example script from file change_overlays_script.lua
. It uses commands to change overlays. Dont forget to change overlays table to default state, when change your ped model. By default script uses white textures for skin, to keep skin colour for black or indian peds use according albedo hashes for head textures from file cloth_drawable_albedo_normal_material_TEMPORARY.lua
.
eyebrows
scars
eyeliners
lipsticks
acne
shadows
beardstabble
paintedmasks
ageing
blush
complex
disc
foundation
freckles
grime
hair
moles
spots
Apply default color to lipsticks:
/ov lipsticks 1
Apply 15th type of eyebrows:
/ov eyebrows 1 15
Apply 12th type of scars:
/ov scars 1 12
Apply 15th variant of eyeliners with purple color from palette 6:
/ov eyeliners 1 1 15 1.0 6
Apply 4rd variant of shadows with primary white color and tertiary orange color from palette 22:
/ov shadows 1 1 4 1.0 22 1 0 123
Remove shadows:
/ov shadows 0
It is recommended to bind function toggleOverlayChange to your menu to ease things out.
-- name: name of overlay
-- visibility: 0 or 1
-- tx_id: from 1 till maximum of id for current ovelay (watch table "overlays_info". for example "hair" have maximum 4 ids)
-- tx_normal: 0
-- tx_material: 0
-- tx_color_type: if 0 it uses RGB from palette, if 1 it uses current white texture RGB, if 2 it uses current black texture RGB.
-- tx_opacity: 1.0
-- tx_unk: 0
-- palette_id: from 1 till 25
-- palette_color_primary: from 0 till 254
-- palette_color_secondary: from 0 till 254
-- palette_color_tertiary: from 0 till 254
-- var: 0, for "eyeliners" from 0 till 15, for "shadows" from 0 till 5, for "lipsticks" from 0 till 7,
-- opacity: from 0.0 till 1.0
function toggleOverlayChange(name,visibility,tx_id,tx_normal,tx_material,tx_color_type,tx_opacity,tx_unk,palette_id,palette_color_primary,palette_color_secondary,palette_color_tertiary,var,opacity)