hi,
I do not know Doga, but generally the easiest way as long as the software supports it is to project UV and apply textures to faces separately.
for example one side of the building has
- the bottom in dark concrete, (1 meter tall)
- the middle is in white with windows, (2 meters tall)
- and the top is dark brown (1 meter tall)
let's do the example on a section of this side wall, 1 meter wide and 4 meters tall
(ugly building... but this is just a simple example and we are assuming you do not want to use one single texture to strech-cover to whole side of the building)
you would have the full whole divided in 4 faces...
bottom face = bottom 1 meter
middle face = middle 2 meters
top face = top 1 meter
now you would select in your modelling program each face one a the time....(let's say you already have you 3 textures loaded in your modelling software)
select bottom face and apply UV mapping to it.... then apply the texture for the dark concrete
select middle face and apply UV mapping to it... then apply the texture for the white wall with window
select top face and apply UV mapping to it ... then apply the texture for the top dark brown section
all the faces are part of the same obejct, when you select an object you are selecting the whole model, but when you select the face you are in a sub-selection mode... wich include faces, vertexes, edges....)
in the case of flat surfaces like the secitons of a wall you would project UV mapping fromt the perpendicular axe to the face... so if the side wall looks on the X axe of your 3d coordinate system... you would do a UV projection from X...
NOTE this is only an example.... the number of faces will have to be a compromise with the rest of the game... the more polygons you have, the bigger the textures you want to use, the more the number of textures you use... = the slower your game will be (generally speaking)
also it depends from the amount of detail you need...
for example if you want to go for top detail... you could use 3 separate textures each 512x512, one for each section/face of your wall from bottom to top...
BUT: if that's too much (in games you always need to compromise) than what I would do is maybe use one 512x512... or 256 wide x 512 tall... and on this single image I would put the graphix for all 3 wall sections... than with a good modelling/texturing program it will be a simple matter of playing around with UV-points...
for example
I select the bottom face....
I apply UV mapping
I apply the texture
THEN in your modelling program UV editor View (if you have one) you wold manually move the UV mapping of the bottom face over the section of the texture where you dark bottom wall graphix are
other ways are by using unwrapping plug-ins for your modeller etc... in this case a wireframe sort of image will derive from your sidewall and you take this image in photoshop (or other 2D graphic software) and you would paint your texture on the wireframe...
I hope this gives you an idea of what you can do...
I'm sorry I do not know this DOGA software so I cannot give explicit help on Doga
Good Luck
Rollit