Content-Pack Authoring Guide
GWO CONTENT-PACK AUTHORING
Choose your modeling and animation workflow first and learn only the application you use. After export, all three routes join the shared configuration and in-game validation tutorials.
GWO Content Editor: downloads, workflow, and recent updates →
Visual index: hierarchy, anchors, tracks, materials, and export checks →
Code-block labelsjson is a complete file that can be saved directly. jsonc is a fragment that belongs inside its stated parent object. Actual content-pack JSON must not contain comments or trailing commas. Step one · Choose your workflow
How will you build your model and animation?
Not sure? Compare the routes and build requirements →
BLENDERSkinning routeDetailed meshes, deforming arms, bone animation, and GLB export.BLENDEREmpty rigid routeParent nodes, mechanical movement, and no-Skin GLB export.BLOCKBENCHBedrock entity routeCubes, groups, pivots, numeric animation, and JSON export.
After export · Shared tutorials
Configure the pack and test in game
01Getting StartedInstall the tools, understand the formats, and follow the full route from model to in-game validation.02Download the Empty TemplateBegin with the current directory structure and no removed compatibility fields.03Build Your First FirearmAdd rendering, shooting, reload, arms, aiming, audio, and modular parts in a tested order.
Technical reference
Browse by authoring stage
FieldsParameter referencePurpose, units, defaults and tuning effects.LuaPack animation machinesScript setup, channels, blending, branches and interrupts.
<a href="./arm-templates.html"><b>Arms</b><strong>Arm authoring templates</strong><small>Shared runtime arms, authoring tracks, and source downloads.</small></a>
<a href="./config-examples.html"><b>Examples</b><strong>Configuration examples</strong><small>Animation routing, pose layers, scopes, and charms.</small></a>
<a href="./bedrock-empty.html"><b>Formats</b><strong>Formats and Support Scope</strong><small>File formats, configuration mapping, build requirements, and limitations.</small></a>
<a href="./models.html"><b>Models</b><strong>Model Rules</strong><small>Blender 3.3, coordinates, skeletons, Empty/rigid nodes, anchors, and GLB export.</small></a>
<a href="./animation.html"><b>Animation</b><strong>Animation Rules</strong><small>Clip purpose, state differences, channel ownership, handoff, and machine configuration.</small></a>
<a href="./firearms.html"><b>Firearms</b><strong>Firearms and Ammunition</strong><small>Behavior, ballistics, display transforms, recoil, effects, and materials.</small></a>
<a href="./gunsmith-workbench.html"><b>Crafting</b><strong>Gunsmith Workbench</strong><small>Using the workbench, authoring recipes, and result IDs.</small></a>
<a href="./attachments-optics.html"><b>Modules</b><strong>Attachments and Optics</strong><small>Anchors, replacement animation, optics, tactical stance, and dynamic charms.</small></a>
<a href="./melee.html"><b>Melee</b><strong>Standalone Melee</strong><small>Attack sets, combos, hit windows, interruption, and sound events.</small></a>
<a href="./audio-ui.html"><b>Interface</b><strong>Audio and UI</strong><small>Sound events, language files, item icons, HUD, and modification-screen assets.</small></a>
<a href="./debugging-release.html"><b>Validation</b><strong>Debugging and Release</strong><small>Common failures, performance checks, full acceptance, and ZIP release.</small></a>
<a href="./reference.html"><b>Reference</b><strong>Current Format Reference</strong><small>Typical filenames, active fields, removed fields, and troubleshooting entry points.</small></a>
Animation Names and Complete Inventory: current default-pack names, migration script, and the six weapon clip inventories.