> Also, how can I use multiple textures on an object? For example, most buildings and people have textures for certain aspects of the model
Texturing should be done at the mesh level, with UV's exported as part of the .obj file. That's the way I did it in the tiny tank demo, and the way it should be done for any game. A single .obj mesh can be comprised of many geometric primitives, all sharing the same texture.
You need to UV unwrap your mesh, then create a texture which contains any graphics you want (all in the same image), then map the individual polygons to the respective areas on the texture map. This can be done in most 3D programs. (I recommend blender, it's free) Alternatively, you can create multi-part objects on the Q3D level (instead of the mesh level), which each have their own materials. This isn't optimal though (and should not be done in any real game): it's highly recommended to bake as much geometry as you can into single meshes, to have minimal separate objects on the Q3D level, to minimize cpu bottlenecking.
Thank you! Ill take that advice.
What should I do for first person view? I am confused on how I can make the camera look left or right with the mouse, I have up and down working
Sorry for all of the questions, but how is events trigger in 3d space? Like how Unity has a "trigger" where you can have a hidden or fake object that detects collision and can trigger events.