Posts from Mod requests (orders).
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
and attach the legs (torso) of spiders from the Skull of Shadows (SoS) mod
to create something like this 
And then, recolor everything in green tones instead of purple and upload it as an NCF file!!!:smile45:
Those axes are a test version without textures; here's the new one with textures.
Here are the screenshots.
Could you make an axe only for the Barbarians? (check your inbox!!!)
Please advise, I can't open the DDS textures of the black dragon and portraits, neither with Photoshop and a plugin, nor with Paint.NET. I read that it might be DDS2, but I installed a plugin for Paint.NET and still couldn't open them. Could someone resave them in a regular DDS format? Also, the dragon textures are corrupting the texture of the poisonous viper (its wings are being used). As a result, the viper has no texture at all. I couldn't find where this dependency is specified in the files. I renamed the paths in the XDB files and the files themselves, but it didn't help. Could someone redo them or suggest how to make the viper's textures display correctly?
The mod itself
Also, does your Photoshop startup window look like this when you open *.dds files?

The round areas indicate the bit depth in which you are opening the texture; the picture shows the default setting, and you don't need to know the other areas; this is enough to open textures from Heroes 5.
Regarding the issue where a certain texture is not displayed in the game. If you saved the *.dds file in the DXT_3 compression format, but the *.xdb file specifies 8888, then the texture will either be displayed incorrectly or not displayed at all.

In general, I still don't fully understand what dependency you are talking about and where you specified it.
Those are standard *.dds files; the game is from 2006, so where would new technologies come from?
Also, is your startup window in Photoshop like this when you open a *.dds file?
The circular areas indicate the bit depth at which you're opening the texture; the image shows the default setting. You don't need to know what the other areas are for; this is enough to open textures from Heroes 5.
Regarding the issue of a texture not displaying in the game: if you saved the *.dds file in the DXT_3 compressed format, but the *.xdb file specifies 8888, the texture will either display incorrectly or not at all.
In general, I still don't fully understand the relationship and where you specified it.
I didn't mean the black dragon texture; I meant the wyvern texture in the mod archive, specifically in the "corа 2" folder from which the wings for the black dragon were taken. The mod isn't mine. Standard DDS files and what you wrote are understandable – that’s standard :). Does anyone have a converter to convert DDS formats into other formats? But I still haven't found any dependency related to the wyvern texture so I can fix it. The texture itself is saved correctly, but now it's linked to dragons, and in the game, the wyvern is now without a texture.
The texture isn't tied to anything. One texture can be used on two game objects.
You can check out these manuals here; you might learn something new for yourself: Modding FAQ