So. Materials cant go on special meshes, so theres no way to make a mesh directly from code with materials on. its either i cant set the meshid property for meshparts or i cannot access materials with special meshes when the simpliest fix could be applied to both without changing what they were meant to be. every attack in my game including meshes and vfx is made using a script. instance.news, no cloning.
is there any way to get the image id of materials to use on textures, because this is really annoying and i really do not want to clone so i can save space and make a fully code based game.
an attack i made: the crater doesnt have the material of the floor im on so it looks out of place, (this attack doesnt use any sort of cloning)
It’s not necessary to create a mesh in your script. Make a MeshPart, put it in a storage location, and copy it when you trigger the animation. This allows Studio to compute the mesh collisions beforehand and you can still set the material to whatever you want.
theres no way to get the image of the material
, there must be some way roblox applies materials to parts, like i know they must use an image of some sort like a texture to apply onto all sides
For windows users, the normal, displacement, specular, and bump texture maps are located in Users\USER\AppData\Local\Versions\VERSION\PlatformContent\pc\textures\
Beggars can’t be choosers. Roblox does not support creating MeshParts during runtime, you’ll have to deal with it by cloning a stored MeshPart (to reiterate, you are only saving yourself from a single line of code) or you will just have to apply your own texture to a SpecialMesh. There aren’t any other options until Roblox supports calculating mesh collisions during runtime, which could be indefinite.
Making an entirely new instance is much less optimized then cloning it
I don’t get the point in boiler-plating Meshparts’ functionality just to make everything script-based, you’re losing control and it’s going to make your life 100x harder to customize later on