If this is an entity, then just keep the textures in the same folder. Remove the path and texture from the FPE file. Clear the .dbo and .bin file for the entity. this should get you to see it again. The problem with multi textures is it is hard to assign a shader to.
If you want to assign a shader to it, or have assigned a shader to it, the textures shoould be combined into one map and the corrisponding textures should be remade also.
This would of coarse require a UV mapping which is not to tough. Just open in the model program and make sure you assign the new texture. UV unwrap the model and scale the section on UV down to the right spot in the combined texture.
Example:
You have a model with 4 texture at 1024 x 1024. each piece of the model have been mapped to a specific texture in your program.
Combine the 4 maps like a Decal map. Make a new texture file twice the size squared of your original textures (2048x2048). Bring each of the old textures into the new one. Flatten the combined layers into one and save as the "whatevername_D2.dds" or .tga what ever you are using.
At this point you can open the model program and assign all the parts of the model one texture and then re UV map.
At this point you could save the new texture anywhere you want and point the path to it in the FPE file.
This should take care of it.
I hope this helps out.
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