Hello,
That's not the good way to add parallax texture in a surface. It's not obvious. You can't choose witch interior will be display by using UV editing.
Look at my example below, i've inserted some thumbnails of the textures in the capture to anderstand more easely. The front glass texture is the main texture, who is UV edited to fit the building. The transparancy of windows is include in Alpha layer in this texture. RGB and mormal texture are sames as standard materials.
I use parallax textures given by asobo in Samples. Thoses textures are 4x4 (one for day and one for night).
Depending of numbers (in you example it's 2x2 and the size of the building, you need to adjust the 4 parameters before the textures
Parallax scale : my merory is bad. This parameter schould be for the deep of the room
Room size X scale : the part of the texture you want to see in x direction. In my example 0.5 is alf of the texture (who as 4 room) in the x direction, so 2 rooms by stair, so one room for 6 windows.
Room size Y scale : same as X in Y direction
Room number XY : i don't remember.
You have to test to find good parameters for correct effect in the sim, but you can't see it in blender.
In your example, th main texture should have all the wall (with white plancks and windows and door) and Room size must be 0.5 for X and Y. One of the four interiors will be display. If you wand only one, you need to create texture with only one interior and adjust Room siez to 1 for X and Y.
Good luck.