Quote: "I suppose this command could be usefull here.If we make a mesh from the whole house, we lose textures of it."
. In a situation like this I normally make a greater object oriented data structure. I say this for a lack of a better term.
I'll store all of the actual objects separately and in a separate file i'll store all of the object path names, their relative positions from a common center, the texture paths, and any other properties. Other things might include a shader, sensitivity to light or fog, culling, transparency mode, collision data. So it solves more than just this texture/mesh problem. For convenience I'll create an editor just to manipulate and save these object group files.
I'll call this complex structure a prop. It will then be a single placable object (in the loose sense) in a level editor. All I'm doing here is structuring all this stuff so the work is broken down into workable automatable parts. Then I don't have to worry about weird mesh conversions and file parsing that may be at the mercy of the format or style of the modeling editor exporting the file.
Standing back and looking at the bigger picture...