Ah...er...well, I'm no expert...but here is how I got the following ship up and flying in X2 as an M6 (about the same size as the Osprey):
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Disclaimer: I started out just using the text editor to build scene files using standard X2 parts from the "v" folder. The GFX modding stuff is pretty bleeding edge, and I have yet to get an answer to any of the questions I have asked...you just have to hack away at it, and analyse the resulting parts & scenes in a text editor...comparing them to the original bits from Ego (or working ships by other folk).
Frankly, there are almost certainly other/better ways to do this...and I probably have a number of things wrong. But so far I have been able to put a number of ships into X2..so I guess i can safely say "hey, it works for me!"
OK, here goes. This may be a bit lengthy, so stay with me.
First I found a reasonably low-poly mesh I liked. In the above example, I used the A-17 Broadsword model by Corsair(pilot) as a starting point.
1. I used Max 6.0 to break the original mesh up into pieces, and reattached them into 4 main "parts"; front, rear, engines, and wings. These were my personal choices, based on the model. At a minimum, I wanted a separate front section that would work as the cockpit, but you can probably get by with a single body for a small ship. (Note: At some point you will need to play around with scaling to get the size right for in-game use. More on that later.)
2. I named the new parts I was creating with numbers that matched up with what I intended to use in the "v" file, like 16371_engines, 16372_wings, etc. The one exception is that the part I wanted to use as the primary cockpit (#1) was named 16370_1. The "_1" at the end of the part name is apparently used by the Ego exporter to automatically identify the part as cockpit #1 in the scene file. When using Ego-supplied parts, use their numbers (unless you resize them, in which case you need to use a new part number.)
3. Following the GFX manual, for each custom part I centered the pivot, centered the part (0,0,0), reset the Xform, colapsed the modifyier stack, and used the Ego exporter to export the parts using my new numbers.
4. I then placed the 940 body at 0, 0, 0 along with the front section of my ship (the one with "_1" at the end of the name), and attached the rest of the custom ship parts.
5. Using the Maxscript importer, I imported/placed a standard X2 laser part (I used 887) for my front lasers (3 front guns in my example, above) and named all three of them 887_1, so that the front guns would be automatically associated with cockpit #1.
6. I then placed 3 turrets on my ship using part #939, and named them 939_2, 939_3, 939_4...for cockpit numbers 2, 3, and 4.
7. I placed guns for each of the turrets using part #944, with 2-guns in the rear, and 1-gun top & bottom (with part names 944_2, 944_2, 944_3, 944_4).
8. I lifted a texture I liked from an existing X2 ship body and applied it to my new ship.
9. I selected the whole mess in Max (my new parts, as well as the ones I imported), and exported it using the Ego exporter as a scene file (I called mine 16379.bod).
10. I then placed the parts in the "v" folder of my personal mod, and the scene file in the "cut" folder.
11. Using the X2Editor, I modified an unused entry in TShips (actually, reused an entry, since my TShips is full) to get my nw model into the game, and ensure that there were guns installed for all the hardpoints I had installed on my model in Max. (See the other modding threads listed in the "sticky" at the top for info.)
12. I added the names of my parts and scene file into the *.catd file for my personal mod (again, this is my choice..I've unpacked everything in another directory for development, but run my game from cat/dat files). I then rebuilt my cat/dat files (I use the X2Modder tool) and copied the results to my X2 directory.
12. Fire up the game, script your self your new ship (or come up in the galaxy editor, and creat the ship)...and you're away!
You may need to pop back into Max, group all your parts, and scale the model up/down to suit. I eventually figured out that I could look at the "automatic size" number in the .bod file for the main ship parts and get a good idea if the ships would be too big/small once I got it in the game. (if anyone has a better approach than "trial & error", please let me know!)
The above instructions will center the origin of your cockpit view (cockpit scene is specified in TShips) in whatever part you named with the "_1" ending. I did (finally) figure out how to relocate the origin of the cockpit view...but this post has already gone on far longer than I intended. If you really need to move the origin of your cockpit scene, let me know.
Again, I'm no expert. If anyone sees something I'm doing wrong, or could do better...please let me know.
Finally, I probably forgot/left out a few bits, so feel free to ask if you get stuck...I'll try and help if I can.