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Command & Conquer: Red Alert 2

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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.
    • 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.