Even taking an old mesh and simply resaving it causes the same problem
Hi. Did you set up the texture references inside SoftImage, or manually? Because if you haven't, you'll overwrite the mesh with empty references. Check the .mesh and see if the material section looks anything like this:
NumMaterials 1
Material
DiffuseTextureFileName "FrigateVorlonEnvoy-cl.DDS"
SelfIlluminationTextureFileName "FrigateVorlonEnvoy-da.DDS"
NormalTextureFileName "FrigateVorlonEnvoy-nm.DDS"
DisplacementTextureFileName ""
TeamColorTextureFileName ""
Diffuse ffffffff
Ambient ffffffff
Specular ffffffff
Emissive ffffffff
Glossiness 50.000000
 Here's what I currently have for a sample of a model that displays in-game but improperly (I've tried it and others with a variety of textures as well):
MeshData
 hasValidTangents TRUE
 BoundingRadius 13111.20455
 MaxBoundingExtents [ 12961.88505 8044.41225 9500.6874 ]
 MinBoundingExtents [ -12961.8881 -8019.95085 -5711.4971 ]
 NumMaterials 2
 Material
 DiffuseTextureFileName "CapitalTechCarrier-cl.dds"
 SelfIlluminationTextureFileName "CapitalTechCarrier-da.dds"
 NormalTextureFileName "CapitalTechCarrier-nm.dds"
 DisplacementTextureFileName ""
 TeamColorTextureFileName ""
 Diffuse ffffffff
 Ambient ffffffff
 Specular ffffffff
 Emissive ffffffff
 Glossiness 8.000000
 Material
 DiffuseTextureFileName "CapitalTechBattleship-cl.dds"
 SelfIlluminationTextureFileName "CapitalTechBattleship-da.dds"
 NormalTextureFileName "CapitalTechBattleship-nm.dds"
 DisplacementTextureFileName ""
 TeamColorTextureFileName ""
 Diffuse ffffffff
 Ambient ffffffff
 Specular ffffffff
 Emissive ffffffff
 Glossiness 8.000000
 NumPoints 0
 NumVertices 13850
etc. etc.
Here's the  look from in-game (ignore the giants size and all--just looking at the meshes for now:

d vertices, etc., of course.