i figure it could be done procedurally in engine without needing to provide extra mapping data. youd need an algorithm for unstacking polygons from the uv map, then re-arange the polygons space them out in a square area, then scale to fit in map space. this uv map channel would be cached externally from the pof file (thus no pof changes neccisary). the next step is to bake the tile normal map into a new texture, while compensating from the variations caused by the surface normals. the game engine would instead of using the normal map that goes with the tile texture, and the mapping channel from the pof, it would used the cached mapping channel and texture. you wouldnt do this for every texture, you would need some way to flag textures that this process should be done on.