Ok, I gave it a last try, out of rage. xD
I still get the same error, but I figured out a workaround to get the work done.
Instead of setting the textures, colors, etc in the regular FixedMaterial, wich I´m unable to access, I put all of them in the material override section of the mesh. Then:
var material = get_material_override()
material.set_parameter(material.PARAM_EMISSION, color)
material.set_texture(material.PARAM_EMISSION,testura)
material.set_texture(material.PARAM_DIFFUSE,barco)
set_material_override(material)
And it works like a charm.