There is no need in sending the model. There is a very simple fix that I overlooked earlier. If you are not going to rotate the object after entering it into the collisions system (like for object setup/placement/level loading) all you have to do is call fix object pivot on it.
level2 = 3
load object "building2.x", level2
position object level2, 0, 0, 200
rotate object level2, 0, -48, 0
fix object pivot level2
rem Sets the level object as a world mesh
CollisionTypePRO( level2, TYPE_WORLD )
This fixed all models that I have tried and at all rotations. No need to modify anything in the NGC include.