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Using Final Alert 2 for Mods
Moderators: Global Moderators, Red Alert 2 Moderators
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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 12:11 pm    Post subject:  Using Final Alert 2 for Mods Reply with quote  Mark this post and the followings unread

Can anyone help me or at least give me a tutorial on how can I use Final Alert 2 for my mods and for the creation of missions using the added units i included in the game?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 26, 2016 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any additions you make to the game will appear in FA2 along with the original units/buildings/objects.

Pressing F1 while using FA2 will bring up a guide with basic tutorials, you can also find more here & you are welcome to ask questions on any specific problems you are having.

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I successfully added the units but whenever i select the unit that i added or the modified unit (e.g. apocalypse with a new voxel) it appears as invisible.

My co-modder told me to place the Final Alert 2 files together with my RA2 folder but the units are still invisible.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu May 26, 2016 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, FA2 only sees graphics in echacexx.mix and not expandxx.mix. Not sure tho.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, I do need to put my assets on a mix file named as ecachexx.mix so that Final Alert 2 would read its graphics?

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu May 26, 2016 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not exactly "xx". This bit can be anything for ecache, any number between 00 to 99 for expand. I recommend you to use 00 to 99 for ecache too.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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SightHawk
Cyborg Engineer


Joined: 23 Mar 2016
Location: Vertex HQ

PostPosted: Thu May 26, 2016 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, i will take note of this. Thanks for the help.

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