Native, non-planar projections can't be offset that way. You don't have significant control over UVs in general in TG2. The best way to do this is probably to create a sphere in an external 3D app and UV map it as you need in another app, then import into TG2 with the textures mapped properly. TG2 will respect external UV mapping for OBJ objects with a correctly formatted MTL file. You simply can't edit UVs in TG2 itself.
- Oshyan