Yeah, it is not being imported because another mesh, EXAMPLE, has the same cut number. Just hide or delete EXAMPLE, then resave the file
Other problems, unrelated to this one:
- the garment is not rigged, no bone affects it. You need to separate the garment from the body and retransder weights;
- it is also not vertex painted;
- your garment is longer than the reference you used, so the very bottom of it will get no correct data;
- you should not scale uv islands in uv_0 individually unless difference in quality is acceptable. It makes sense for buttons' uvs to be bigger, but the back and the front of the garment must not be.
- for the future, model in quads in MD;
- go back to MD, select all parts of the garment,
quadrangulate them, increase particle distance;
- export as thin and weld;
- clone yfTop_Tank, export the blend, open, rename this meshgroup to Reference;
- import your garment;
- transfer weights and uv_1 from the reference to the garment;
- transfer vertex paint as well;
- Clean weights with All groups, Limit total;
- rename the first uv map to uv_0, select it;
- select the reference, switch to edit mode, select everything with A, remove doubles;
- select, then delete all parts of the body covered by clothing;
- select the reference, shift-select the garment, join;
- in UV editor select uvs of the garment only ( however over an island, press L), assign a template, press S Y 0.5 to shrink them to their original size;
- scale them down at once and put in the space meant for them ( where the front and the back of the torso are );
- assign cut 0000, save, import into the blend, check in-game;
- bake textures, make lods