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Far Cry 2 Modding

This site collects everything known about modding Far Cry 2 (2008) — practical workflow, file formats, and engine internals — in one place.

How this is organized

  • Modding — the practical side: toolchain setup, an "Almost Complete Guide" to common edits (reproduced from the community, with attribution), a survey of existing mods, and known gotchas.
  • File Formats — every known FC2 container/asset format. Where a format has been independently confirmed by reverse engineering the engine, that's marked; where a claim is community-reported and not yet RE-verified, that's marked too.
  • Magma UI — how to author Far Cry 2's UI: the Magma model, the XML vocabulary you write, the patterns shipped screens are built from, and the limits of the format.
  • Engine Internals — notes from reverse-engineering Dunia.dll and the FarCry2/FarCry2_server executables: the function-callback registry, command-line parsing, the Lua API surface exposed to mods, and more.

Reading the provenance callouts

Throughout the file-format and engine pages you'll see callouts like:

Verified via reverse engineering

Confirmed by tracing the actual code path in a disassembler — byte layouts, function names, and call chains are as accurate as the binary allows.

Community-reported

Sourced from forum posts, existing tools, or community guides. Treated as the most probable explanation where it hasn't been independently verified, but not yet confirmed against the engine itself.

Where reverse engineering has directly contradicted an earlier community claim, the page says so explicitly rather than silently dropping the old information.