Ando - that's how the shop model is built in blender, so all the meshes are individual - but that means that each and every part of the shop needs to be loaded in, scaled, positioned etc seperately, and used an object ID (my engine IDs, each chunk can only have 1000 objects). So it is easier to load the core shop as a single model with meshes. This also allows for a far more felixibility in terms of complexity - I can just set mesh images and store that rather than worry about a arying number of objects based on the number of meshes that different editable buildings might have.
I've got the interface and detection of being inside an editable building working, just looking now to split down the model meshes into seperate models, which shoudl be easy enough....I hope!