If I have got it right, there should be three materials in the brf file.
1. new_heraldic_xxx_banner.dds
2. sample_heraldic_xxx_banner.dds
3. the material from the original mesh
Material 1 and 2 should have diffuseA related to the same texture: heraldic_xxx.dds
and material 3 should have diffuseA related to the original texture, without heraldic color.
So there are two textures that has to be in the brf (heraldic_xxx.dds and the original texture).
Am i right so far?