I don't use that script, but if it exports the mesh properly, you can add the textures into the txt mesh manually.
TXT
MeshData
maxDiffuseMipLevel 0
hasValidTangents FALSE
BoundingRadius 67.937225
MaxBoundingExtents [ 29.118217 17.545380 61.241741 ]
MinBoundingExtents [ -29.118221 -14.877146 -67.873711 ]
NumMaterials 1
Material
DiffuseTextureFileName "FrigateTechScout-cl.dds"
SelfIlluminationTextureFileName "FrigateTechScout-da.dds"
NormalTextureFileName "FrigateTechScout-nm.dds"
DisplacementTextureFileName ""
TeamColorTextureFileName ""
Diffuse ffffffff
Ambient ffffffff
Specular ffe5e5e5
Emissive ff000000
Glossiness 16.000000
Make sure your textures are in the m0ds Textures folder and the .mesh is in the m0ds Mesh folder.
Edit: or the sure fire way.
Get XSI mod tool free
Export to .obj to get the model an UVs
Export to .fbx to get model and hard points (mesh points or "nulls")
Import to XSI and export as per documentation.