don't you just need the .tga? I think you must've forgotten to take the .tga in there.
or if you have renamed the .odf, .msh into a new unit, remember NEVER to rename the .tga to the 'new unit'. so if you have renamed the .tga, rename it back.
I had that problem a while back. I think you only need to hex edit the model to point to two different textures, or just create the image it's already calling for. (test_inf_officer.tga, I think) It's a bit of a waste, but there's no way around it, since you can't add or remove anything while hex editing. I have mine pointing to imp_inf_officer.tga and imps_inf_officer.tga, which are both exactly the same image. *shrugs* Other than that, you should just be able to include it like any other unit.
Yeah, I had this problem at first too, but I simply looked in the MSH to see what TGA it was calling for. Turns out it was something like "test_inf_officer" or something like that. I just renamed the "imp_inf_officer" to "test_inf_officer" and it worked like a charm. I like the Fleet Officer better than that Diet Dr. Pepper AT-AT Commander they had anyway... >.>
I don't mind the AT-AT commander, though I wanted the fleet officer in a few maps. I just kind of wish there weren't 4 Vice Generals running around the same battlefield. I'm thinking about editing the skins to display a lower rank on both officers. *Lightbulb!*: multiple ranks for generic Imperial officers. I might just get to work on that one day.