Just a normal part with a SpecialMesh set to FileMesh with the correct MeshId in, and I can’t seem to set a texture for it. When I do, it just turns to the average colour of the texture, and doesn’t have any visible changes in colour to indicate the texture has properly been applied. How do I fix this?
The reason I’m not using MeshParts is because I want this object to be on a massive scale in the background, and only SpecialMeshes allow me to do this easily.
You need to UV map it. Don’t remember the specific situation which starts a UV map starts out like this, but by the looks of it your entire UV would be in the bottom left corner exactly, which is why it still changes color with textures. Just map it out, and your texture should look the way you want it from there.
Okay, I’m a complete noob at this. I’ve got my model in Blender and I’ve unwrapped the UVs and put the ice texture over that, but I’m not sure what now. I don’t see why it didn’t work? I’m probably not understanding this properly.
And yes, it’s a different model but the same problem is happening.
Here’s how my Blender looks now, messing with it. What should I do now?
I’ve been able to add textures to SpecialMesh objects without a UV map, so I haven’t a clue what the problem is. Did you put the asset ID into the AssetId tab and it didn’t show?
Now you’ve UV mapped it, but it’s not currently visible because Blender isn’t set to do so. You could either click down here and set it to texture…
Or on the menu in the right of the 3D view you can scroll down and toggle Texture Solid. I’d suggest going with this one, seeing as you don’t have to worry about lighting while viewing your model.