Hmmm, ok I might have an idea why this is happening but I still don't know how to fix it.
Basically, if I look in the X file for the asteroid the vertex co-ords a roughly in the range -1500 to +1500, but in the X file for the ball the co-ords are roughly in the range -4 to +4 even though in Mod Tool I resized the ball to be the same size as the asteroid and indeed in the game they appear the same size.
I notice that at the top of the ball X file is the following:
FrameTransformMatrix {
434.105743,0.000000,-0.000000,0.000000,0.000000,434.105743,0.000000,0.000000,0.000000,0.000000,434.105743,0.000000,0.000000,0.000000,0.000000,1.000000;;
}So what I think has happened is that when I resized the Ball in the editor, instead of actually changing the vertex information, it kept the vertex info as it was and stored a tranformation (Scaling) matrix along with the object so that it would be scaled to the size I wanted.
Whilst the above seems to work for displaying the ball (As its shown in the correct scaled size), the XNA BoundingSphere routine seems to just look at the raw vertex info and doesn't apply the scaling to it.
So, does anyone know how to fix this? Ideally by getting the vertex info in the X file to match the final co-ords without requiring a transform to be applied, or by getting XNA to calc the BoundingSphere correctly?
Thanks for you help
Ben