Yep, wanted to say what pspeed says
Simply add a SceneGraphVisitor and there you only need two lines: if a instanceof Geometry and your settings.
it’s setColor(ColorMapName), in this case it should be “Diffuse” to make it work.
There might already be an ColorRGBA.Red
It might be good to know what you are trying to achieve, because there might be better options (texture generation, multiple switchable texture sets)
I never used the Adapter so I didn’t know that
However I came up with yet another thing right now:
In the SceneComposer you can change the buckets when selecting the Geometry and then under Properties to your right (it’s another window) select the appropriate ones
That way your game will load faster and you have less coding to do