The Parts Shader was introduced as part of a replacement for the Multishader to allow for an arbitrary (i.e. more than 16) number of textures. When an object is loaded, the Parts Shader is created with individual texture shaders inside it corresponding to each UV mapped texture specified in the object. This allows full control over complex objects, which was a very desired feature for a long time. We don't yet have the ability to manually create textures mapped to individual UV areas inside TG2 *after* the initial object load however, so that's why you need to rely on what TG2 creates automatically from the beginning. If you want to adjust the UV mapped areas, you should do so in your 3rd party modeling or texturing application.
- Oshyan