Try making an object (number 3) the size of your collision radius * 2 and placing it at object 1's coordinates. It will show you the size and location of your collision radius. Of coures I didn't need it for my DBP made object as ther are automatically centered but I use this alot with loaded objects.
set display mode 1024,768,32 : sync on :sync rate 75
StartCollisionPRO(000000000,000000000,000000000)
#Constant Type_Player=1
#Constant Type_Wall=2
#Constant ELLIP_2_ELLIP=1
#Constant ELLIP_2_POLY=2
#Constant RESP_STICK=1
#Constant RESP_SLIDE=2
#Constant RESP_SLIDE_NO_SLOPES=3
#Constant RESP_SLIDE_NO_GRAV=4
#Constant RESP_NONE=5
#Constant DYN_NO_RESP=1
#Constant DYN_RESP=2
#Constant DYN_RESP_LOCK=3
#Constant DYN_RESP_LOCK_NOTURN=4
make matrix 1,1000,1000,10,10
make object cube 1,5
position object 1,100,5,500
set object wireframe 1,1
make object box 2,600,40,20
position object 2,500,-2,500
set object wireframe 2,1
position camera 400,100,0
rem set collision types
SetCollisionsPRO(Type_Player, Type_Wall, ELLIP_2_POLY, RESP_SLIDE, DYN_NO_RESP )
CollisionTypePRO( 1,Type_Player)
CollisionTypePRO( 2,Type_Wall)
rem set radius for player and scale it
setObjScalePro(1,1000,1000,1000)
SetObjRadiusPRO(1,object size x(1)/2,object size y(1)/2,object size z(1)/2)
make object sphere 3,object size x(1),object size y(1),object size z(1)
do
rem control player
if upkey()=1 then move object 1,3
if downkey()=1 then move object 1,-3
if leftkey()=1
rotate object 1, object angle x(1),object angle y(1)-2,object angle z(1)
endif
if rightkey()=1
rotate object 1, object angle x(1),object angle y(1)+2,object angle z(1)
endif
RunCollisionPRO()
position object 3,object position x(1),object position y(1),object position z(1)
set camera to follow object position x(1),object position y(1),object position z(1),0,100,100,10,0
point camera object position x(1),object position y(1),object position z(1)
sync
loop