Now when you make statics in Bf2, you are basically modelling them to textures, because when texturing a house like this, you will basically UV it onto existing texture pallettes. That way, multiple buildings will use same texture pallettes, and that will save RAM space while reducing number of loaded pallettes.
Best way to get some basic understanding of this is to do that tutorial i linked few posts above.
Now on your model, there is still plenty of unneccessary edges, but you might want to leave some of them in place or even add some more, depending on texures you will be using.
So what I advise you is to setup a pr_edit mod, as described
here, and go through all texture pallettes and see what you might use later on.
Important thing is to try and use all palletes, that is color, detail, dirt and crack, if you want to use them all, with similar "location" if you know what i mean. If you want this to be middle eastern builing, try sticking to ME pallettes, or russian ones if you want this to be from Russain maps.
Great tool for viewing .dds images is WTV. Another good tool is Bfmeshview, you can view all objects in it, and you can see what texture pallettes they use.
You might want to use some edges to alternate between two detail or color textures, or you might want to use them so some dirt texture is only on part of a wall, not on all of it. Same with crack textures.
When you get some idea in your head, optimize the model a little more, maybe get rid of verticles marked here and similar ones on other side:
Are you going to export it as one object, or three separate ones?
Also, i believe you are violating forum rules by size of your images, might be better to resize them to 1366x768-ish resolution from now on, or not to use IMG tags for large ones.
I realized im not praising you at all, the model looks really good, you are doing great job, i hope you will get this ingame and then hopefully make more and more high quality statics.
Cheers
