you need to change your texture to a .tga or a .dds format for it to work with fpsc. The new fpi should look like this, but you need to edit the image itself. Also, in order to work with a shader, you need to have the variations required for the texture, _D2, _D, _I or _S, and _N. Find out what that shader needs for alternates. If you do a quick search for shaders you can find most of the info you need.
;header
desc = crateh
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = meshbank\user\box.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 150
defaultstatic = 0
materialindex = 4
collisionmode = 0
;statistics
strength = 25
explodable = 0
debrisshape = 5
;visualinfo
textured = entitybank\user2\rbx_jpg_D2.tga (or .dds)
effect = effectbank\bumpent\bumpent.fx
castshadow = 0
Also, for future reference to scale an object up you need to enter in a value over 100, as it is in percent. 100 keeps it the same

50 would decrease it by half.
Your signature has been erased by a mod, please reduce it to no larger than 600 x 120.