This page contains notes for the game Command & Conquer: Red Alert 2.
Tutorial#
- Files can be browsed with the XCC tools, primarily the "XCC Utilities" link.
- To open the sound files go to XCC Mixer > Launch > Sound Editor.
- Files are primarily included in .mix files, openable with the XCC Mixer.
- Files with an md suffix (mission disc), are for Yuri's Revenge.
- Select palettes with View > Palet. All palettes can be downloaded here, then viewed under the Tiberian Dawn section.
- Lang/Langmd.mix contains some audio in audio/audiomd.mix, icons/cameos in cameo/cameomd.mix, the string file (.csf), which can then be extracted and opened with Launch > String Table Editor, and missions/keyboard.ini, which contain some obsolete debug controls.
- Movies are stored in .bik files, which can be opened with a Bik Player.
- The bulk of the game files are stored in the ra2/ra2md.mix files.
- Infantry are stored as a series of images in a .shp file in conquer.mix/conqmd.mix, the correct palette for these is usually unittem.pal.
- Civilian buildings are stored in the isogen/snow/temp/urb (generic, snow, temperate, urban) mix files.
- Additional buildable buildings can be found in the generic/snow/temperat/urban mix files.
- Files with a g prefix (for GDI) belong to the Allies, files with an n prefix (for Nod), belong to the Soviets, with few exceptions.
- Additional buildable buildings can be found in the generic/snow/temperat/urban mix files.
- Terrain features can also be found in the generic/snow/temperat/urban mix files.
- Load screens for campaign missions/skirmish are stored in load.mix.
- The important .ini files can be found in local.mix, these files can be extracted and placed in the main directory to be read and easily editable.
- Vehicle models are stored in .hva and .vxl files in local.mix, these can be also be viewed as models by the Open Source HVA Builder/Voxel Viewer programs.