Could you elaborate on this, please?
Modifying the uv space is hardly the solution - we'll probably end up with not fitting texture maps...
Ok, I've re-imported the POF (via DAE), just to make sure nothing went wrong during POF conversion.
The vertex positions on the UVW map are:
0,0,0 / 1,1,0 / 0,1,0 / 1,0,0
(W is obviously always 0. Big surprise.