For those interested in how the collision system works in Ghost Master I attach links in the post. Unfortunatelly, they are dynamic, and that's why we have to be calculate them via bsp_viewer each time we import models for scenario.
BSP(Binary_space_partitioning) for static closed space objects: link 1link 2
Sector Octree(Octree tree) for open spaces and dynamic objects: link 3
ah i like that response, it seems like the base game minus any mods is just abit unfinished without them, hopefully in the future there will be a way to do it
Actually I've made a Ghost Master mod using Woitek's Complete Edition tools it's called "New Game Plus" if you want you could try it in a new Ghost Master New Game File as I've edited and changed every single level with it so if your bored and want something new from Ghost Master I highly recommend you try my mod (while we wait for Woitek to maybe release and update the Tools so I might make a bigger mod)