Command & Conquer: Red Alert 2/Unused Graphics
This is a sub-page of Command & Conquer: Red Alert 2.
To do: • File:Ra2 gadumy Gameplay.PNG |
Contents
- 1 MIX Files
- 1.1 cache.mix
- 1.2 conquer.mix
- 1.2.1 bbblelrg.shp
- 1.2.2 beacon.shp
- 1.2.3 bomb.shp
- 1.2.4 buildngz.shp
- 1.2.5 chemisle.shp
- 1.2.6 chronobm.shp
- 1.2.7 chronodb.shp
- 1.2.8 chronofs.shp
- 1.2.9 chronosb.shp
- 1.2.10 civ1.shp
- 1.2.11 civ2.shp
- 1.2.12 civ3.shp
- 1.2.13 cleg.shp
- 1.2.14 cloak.shp
- 1.2.15 dbrs10sm.shp
- 1.2.16 deso.shp
- 1.2.17 dlph.shp
- 1.2.18 flakt.shp
- 1.2.19 josh.shp
- 1.2.20 pentgen.shp
- 1.2.21 rock.shp
- 1.2.22 s_clsn42.png
- 1.2.23 sqdg_x.shp
- 1.2.24 sqdp.shp
- 1.2.25 trst.shp
- 1.2.26 vladimir.shp
- 1.2.27 Tiberian Sun Leftovers
- 1.2.28 Unused Mouse Cursors
- 1.3 generic.mix
- 1.4 isogen.mix
- 1.5 local.mix
- 1.6 isotemp.mix
- 1.7 isosnow.mix
- 1.8 isourb.mix
- 1.9 urban.mix
- 1.10 load.mix
- 1.11 neutral.mix
- 1.12 temperat.mix
- 1.13 sidec01.mix
- 1.14 sidec02.mix
- 1.15 snow.mix
- 1.16 conqmd.mix
- 1.17 genermd.mix
- 1.18 isogenmd.mix
- 1.19 isourbmd.mix
- 1.20 isolunmd.mix
- 2 Unused Cameos
MIX Files
Inside ra2.mix you can find more .mix archives. The files are sorted by the .mix archive they are located in.
cache.mix
bombcurs.shp
An unused bomb icon, similar to the Ivan bomb icon but with a different palette and the last frame appears with a skull. The last frame was to be used with remotely-detonatable Ivan bombs, but these were scrapped.
wrench.shp
Similar to the final version, but with a different palette.
Tiberian Sun Leftovers
As mentioned above, the respective palettes cannot be found in the Red Alert 2 files. The files in most cases use the animation palettes from Tiberian Sun, which appears to have been used for Red Alert 2's animations during development before switching to a unique palette.
curtcurs.shp
Early cursor for the Iron Curtain.
dropdown.shp
Leftover interface graphics from Tiberian Sun's abandoned "Dropshop Loadout" feature.
dropup.shp
Leftover interface graphics from Tiberian Sun's abandoned "Dropshop Loadout" feature.
poweroff.shp
Leftover graphic from Tiberian Sun. This would be overlaid on any buildings whose power had been deactivated. Presumably abandoned in Red Alert 2 whenever the ability to individually control building power was abandoned.
conquer.mix
bbblelrg.shp
"Large" Bubbles, possibly for swimming units like Tanya or the SEAL, maybe even the Sub. Missing palette data.
beacon.shp
Dropship beacon animation from Tiberian Sun. Uses a Tiberian Sun palette.
bomb.shp
An unused projectile graphic from Tiberian Sun, where it also went unused.
buildngz.shp
Never shown in-game, but is used to control how buildings display and overlap with each other. Supports buildings up to 396x477 pixels in size.
chemisle.shp
Was used in the bonus crates in Tiberian Sun, where the earned premium would be a one-use Chemical Missile. Uses the Tiberian Sun animation palette.
chronobm.shp
Part of the original animation for the Chrono Sphere super weapon. This would have been tiled from the top of the screen and played with the exit vortex, but was later abandoned. Uses Tiberian Sun's animation palette, supporting the idea that Red Alert 2's animations were originally created in this palette before development of a unique colour set.
chronodb.shp
chronofs.shp
chronosb.shp
Original and crude graphic for the Chrono Sphere super weapon. Most likely placeholders. Uses Tiberian Sun's animation palette.
civ1.shp
The civilian has prone animations that go unused as she's crawls=no and firing animations that go unused as she's unarmed.
civ2.shp
The civilian has prone animations that go unused as he's crawls=no and firing animations that go unused as he's unarmed.
civ3.shp
The civilian has prone animations that go unused as he's crawls=no.
cleg.shp
The chrono-legionnaire has a paradrop frame despite never being paradropped.
cloak.shp
Can be activated in rules.ini, and is obtained through bonus crates. It gives invisibility for any unit that touches the box. This was a crate feature from Tiberian Sun, where this animation was used, but the crate was presumably disabled in Red Alert 2 as "cloak" logic was adapted for underwater units (cloaked units will make the "sub appearing" sound rather than a (de)cloaking noise). Uses Tiberian Sun's animation palette.
dbrs10sm.shp
An unused debris animation, presumably representing an "ejected" human body.
deso.shp
The desolator has prone animations that go unused as he's fearless.
dlph.shp
Dolphins have what is likely a cheer animation, however vehicles can't cheer.
flakt.shp
The flak trooper has prone animations that go unused as he's crawls=no.
josh.shp
The monkey has a ranged attack animation of throwing a banana.
pentgen.shp
A pentagon general likely intended for "Liberty". Is briefly reused in "Trick or Treaty" using only the walking animations.
rock.shp
Rocketeers have multiple unused animations. An alternate air death animation isn't used due to how rocketeers are programmed. A cheer animation only plays while they're on the ground, which only happens in "Mirage". Two ground death animations exist while due to the mechanics of rocketeers they immediately explode while dying on the ground. Rocketeers also have animations for being prone, which don't play due to being fearless.
s_clsn42.png
The explosion animation for the cut howitzer. It plays in-game but expects the Tiberian Sun palette so it displays incorrect, here it is displayed with the correct palette.
sqdg_x.shp
Animations for the giant squid attack, uses the Tiberian Sun palette.
sqdp.shp
A squid "jump" projectile. The squid likely once attacked as terror drones and would lunge themselves at ships from distance. Uses Tiberian Sun palette.
trst.shp
The terrorist has a paradrop frame despite never being paradropped.
vladimir.shp
Vladimir. He's referenced in "Desecration" where he'd walk in front of the White House, likely when it's captured or destroyed. This was probably disabled as the post-mission cutscene shows him hiding in the Oval Office.
Tiberian Sun Leftovers
Unused Mouse Cursors
Located in mouse.shp is all mouse cursors.
Cursor | Potential Purpose | Cursor | Potential Purpose |
---|---|---|---|
Desolator Deploy cursor | "Sonar Pulse" cursor | ||
Tiberian Sun "No Move" Cursor | Rally Point cursor | ||
Mind control | Cannot Rally Point cursor | ||
Cannot mind control | Detonator, Used for Ivan's unused "Click to detonate" function. | ||
Dolphin remove squid | Naval Move | ||
Crush infantry | Cannot Naval move | ||
Spy disguise kit | Animated chronoshift | ||
Spy steal tech | Transport Deploy cursor | ||
Spy disconnect power | Planned to be used for Cloning Vats "Reverse Engineer" tech.
(As it stands, sending an infantry to the cloning vats in RA2 gives a "Grinding" effect ala Yuri's revenge) | ||
GI deploy |
generic.mix
gggate_b.shp / gggatezb.shp
Leftover gate sprites from Tiberian Sun. Frames for every animation exist and the sprites have been stretched up slightly to accommodate Red Alert 2's slightly larger isometric grid. Still rendered in Tiberian Sun's unit palette.
ggspot.shp / ggspotmk.shp
Unused tower sprites from Tiberian Sun. Like the above, frames for every animation exist and the sprites were stretched up slightly. These were also rendered in Tiberian Sun's unit palette, which differs from Red Alert 2's only by the inclusion of a few extra colours - these appear as solid magenta in Red Alert 2's palette, as seen on the side of this tower sprite.
ngcnstdm.shp
Unused destruction animation for the Soviet Construction Yard. The Construction Yard design is mirrored from that used in the final game, but resembles that used on the rear of the Red Alert 2 box art, indicating a leftover pre-release graphic.
ggcnstdm.shp
Unused destruction animation for the Allied Construction Yard.
ggcsphdm.shp
Chronosphere destruction animation.
ggpiledm.shp
Allied barracks destruction animation. Uses the old e3 model with the pillar being in front of the barracks instead of behind.
ggprisdm.shp
Prism tower destruction animation.
ngtsladm.shp
Tesla coil destruction animation.
ggcnst_d.shp
Leftover Construction Yard crane animation from Tiberian Sun.
isogen.mix
cgpars11d.shp
A possible test animation for destruction of the Arc de Triomphe. The model used is very different from the final version.
local.mix
logo.pcx
Unused background graphics for a menu.
multi.pcx
Placeholder background graphics for a menu.
Unused Tiberian Sun-style loading screens
Unused loading screens using a Tiberian Sun palette. There are three resolutions available, and two identical loading screens per resolution per faction. Unclear whether they were intended as a placeholder, or are remnants of a period when Red Alert 2 was supposed to reuse the Tiberian Sun loading screen logic and layout.
Tiberian Sun Leftovers
Dbak6440.pcx
Mpscore.pcx
Gdii.pcx
Tiny GDI icon. Most likely originates from the development of country "flags" in the Skirmish menu. GDI and Nod were adapted in the rules.ini files into the Allies and Soviets respectively. These are still referred to by their Tiberian Sun titles at certain points in the game files.
Nodi.pcx
drop0001.shp - drop0004.shp
Background graphics, for an unused feature in Tiberian Sun which enabled the player to choose their own reinforcements prior to certain missions.
isotemp.mix
cugard.shp
An unused guard tower, has no unique graphics for damaged or garrisoned.
curus02g.shp
An unused Russian decoration.
dtunn
Tunnel graphics to allow units to go through cliffs. The tunnel system existed in Tiberian Sun but wasn't completely in Red Alert 2.
Tiberian Sun Leftovers
The build animation of the cut plug-in based GDI radar.
isosnow.mix
cachig05d.shp
cacity01.shp
cacity02.shp
cacity03.shp
Leftover civilian building from Tiberian Sun.
cacity04.shp
cacity05.shp
The Battersea Power Station as a game graphic. This is the structure on which the original Red Alert's (Advanced) Power Plant was based.
cacity06.shp
cagard.shp
An unused guard tower, has no unique graphics for damaged or garrisoned.
capars12d.shp
catex02.shp
carus02g.shp
An unused Russian decoration.
dtunn
Tunnel graphics to allow units to go through cliffs. The tunnel system existed in Tiberian Sun but wasn't completely in Red Alert 2.
isourb.mix
dtunn
Tunnel graphics to allow units to go through cliffs. The tunnel system existed in Tiberian Sun but wasn't completely in Red Alert 2.
urban.mix
An older version of a high bridge with rail, this is a leftover from Tiberian Sun, but maybe it was intended for RA2 to have trains once..
Tiberian Sun Leftovers
veinhole.urb
A urban version for this graphic is present in Tiberian Sun. But the urban environment doesn't exist in TS.
Red Alert Leftovers
mslomake.urb
The Allied Missile Silo of Red Alert still lost for many years here.
load.mix
ls640obs.shp
Loading screen image intended to be used for Observer players in online games.
neutral.mix
'titlelg.pcx' Unused title graphics.
temperat.mix
fence01.tem - fence22.tem: Placeholder graphics for unused fence sprites.
hbox.tem - hboxmake.tem: Leftover sprites of Pillbox from Red Alert, frames for all animations exist. (used palette: isotem.pal)
mine.tem: Leftover sprite of oredrill from Red Alert. (used palette: isotem.pal)
mslo.tem / mslomake.tem: Leftover sprite of Nukesilo from Red Alert, frames for all animations exist. (used palette: isotem.pal)
ovrpsb11.tem / ovrpsb16.tem: Placeholder graphics for unused bridge pieces.
sidec01.mix
button
Buttons for the control bar on the bottom of the screen, Allies side. These can all be implemented by editing ui.ini, except for auto-deploy, which was never finished.
sidec02.mix
button
Buttons for the control bar on the bottom of the screen, Soviet side. These can all be implemented by editing ui.ini, except for auto-deploy, which was never finished.
snow.mix
gafwll.shp: Graphics for the Nod Walls in Tiberian Sun. The Nod Wall was likely just a placeholder - "gafwll" was planned to be adapted into a France-specific wall type in Red Alert 2, but this was later abandoned.
gold01.tem - gold04.tem: Leftover graphics for gold from Red Alert.
conqmd.mix
boris.shp
Boris has a crawl animations that go unused because he's Crawls=no. Also has an old version of his secondary attack.
lunr.shp
The cosmonaut has walking animations that are normally unseen as they don't exist in any level at the same time as spies.
They also have cheer animations that go unused as they need to be on the ground to do so.
genermd.mix
The psychic tower is meant to light up when it attacks.
isogenmd.mix
cgal02.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
isourbmd.mix
cula02.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
cumoon01.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
cusydn01.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
isolunmd.mix
clseat01.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
clsydn02.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
clsydn03.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
cltran03.shp
Placeholder images for a building, front, damaged, garrisoned, rubble.
lunrk2.shp
Unused Cameos
These are all veteran icons that are programmed to appear when a spy infiltrates an enemy production building, allowing the player to directly construct veteran units. However, these units are unable to actually be promoted in the course of normal gameplay, and so the icons are never seen - the dogs are purposely set to not gain experience levels; Ivans cannot gain experience due to the programming quirks of their weapon; and both the MCVs and the Spy do not have any weaponry to allow them to even gain experience. In any case, the icons look unfinished, given the size of the text compared to the finished game's icons, and the Crazy Ivan veteran icon uses a different image to the vanilla icon.
This icon is used as a placeholder for units which do not have their own build icon, such as civilian props and mission-specific special units. It is never seen in the course of normal gameplay, unless playing on a custom map which allows the construction of these civilian or unbuildable units.
Yuri engineers have their own cameo that goes unused as they use the ENGINEER image instead of the correct YENGINEER image.
Used | Unused | Veteran |
---|---|---|
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An older version of the engineer cameo, under the name "AENGICON" vs the used "ENGNICON", includes its own veteran version too. Seems to include the Allies insignia on the toolbox.
MiGs have their own cameo that goes unused as they're not buildable and only obtainable from Boris' airstrike.
The cosmonaut's veteran icon goes unused as there are no allied players in the one level where it's available, the cameo also displays an old name for it.
Placeholder cameos for the construction yard and the chrono prison, a cut concept.
There are other unused cameos using the Tiberian Sun model used for cameo. You can see some icons early in the RA2 for GAP generator, Dolphin, Constructyard, an early version of conscript, a Soviet helicopter "Apache" which is unused and a Tesla Coil. Other cameos were used in Tiberian Sun.