The main thing is the config.txt file is calling for a MeshName.im file, and it should read something like;
mesh-table
{
default
{
mesh "FolderName/MeshName.im"
auto-create 1
Somewhere in that MeshName.im file is code that's looking for WhatEver.texture.txt - that file is the one that actually loads the image, whether it's jpg, tga, or bmp. Note the FINAL file extension, .txt, that indicates it's a TEXT file, not an image. Open with notepad it should say something like;
Primary=WhatEver.tga
Tile=st
So the way to troubleshoot these things is to look at the error messages, check that you have a WhatEver.texture.txt file and the name is exactly what the mesh is looking for. If not change the name. Open in notepad, make sure it doesn't say Primary=WhatEver.tga if the file it's supposed to load is WhichEver.tga.
Last thing is to check that the TGA is uncompressed and in a X2 format - in other words whatever the dimensions, you should be able to repeatedly divide by 2 until you end up with 2. Like a 56x56 image size, 56 /2 = 28 /2 = 14 /2 =7, far as you go, won't work. 128x64 works because both numbers will divide by 2 until you're left with 2.
Last item, when cloning and reskinning old content you often have a compiled binary WhatEver.texture file - this is a compiled file that contains both the WhatEver.txt and WhatEver.tga. Run it thru Images2TGA and it will extract that data, creating a WhatEver.txt and WhatEver.tga to stop Content Mangler from complaining. Only trouble is that the game actually prefers the binary file, so if you don't delete WhatEver.texture after creating WhatEver.txt and WhatEver.tga the game will load the original texture from the binary file and ignore your reskin.