FPS Attachments from Ironbelly Studios - Check Out NEW HTML Web Demo!

Good question… The pack is going to include all of the attachments mentioned above as well as all of the blueprint functionality which will be plug and play with any of our current weapons or even useuable with custom attachments that you make yourself.
Starting price is going to be $19.99 and could increase as we add more attachments but we’ll see.

The excitement over here at Ironbelly is mounting! Our Attachments pack is out this Wednesday and we’re cooking up something really cool to coincide with the launch. In the meantime, take a look at three of our attachments on the HK416D:

http://ironbellystudios.com/wp-content/uploads/2016/04/WP3D_Attachments_Screenshot_02.jpg

very good work ! i hope your svd will be release quickly i would like to includ them in my game project…

And we’re LIVE! Our Attachments pack is now for SALE on the Marketplace and to coincide with the launch, we’re created a web demo(http://www.ironbellystudios.com/mwl) that lets you test drive all of our weapons and attachments!

http://ironbellystudios.com/wp-content/uploads/2016/04/WP3D_Attachments_Screenshot_01.jpg

Hey Jago, we have confirmation that the SVD will be released next wednesday!

very good news Thanks :slight_smile:

We are interested in the laser but there is a problem we came across when trying to build our own. The problem is with animated skeletal models (player models) where the channel trace does to detect the mesh surface and the laser beam will clip right through.

Example

Laser works as it should on static models but clips animated skeletal models.

P.S. the laser in the market place now has the same problem and is a rather large issue as to usability.

Have you tried setting your trace collisions to trace complex? Have you turned on replication?

Have you tried setting your skeletal meshes as PhysicalAssets? Would this cause problems on your project as it seems to fix things over here

http://cloud.screenpresso.com/CIqLc/2016-04-15_15h09_54.png

We’re stoked so many folks have tried out the MWL and are having some fun in our weapons playground :slight_smile: Check this Sketchfab of one of the 7 attachments you can try, the M233 Scope:

[Sketchfab]5198b77a32ff4bfd9cdda6f5bf58175e[/sketchfab]

We got a question about whether you need a license to use these in commercial games, and as with all of our weapons, its not necessary for the attachments to be used in your project. All of the proprietary names have been changed on the attachments themselves so fire away!
http://ironbellystudios.com/wp-content/uploads/2016/04/WP3D_Attachments_Screenshot_03-1.jpg

On a Monday, take a closer look at the Magnifier, one of the latest attachments up on the Marketplace:

[Sketchfab]34f72647ccee4e99a0408e1477178f50[/sketchfab]

Check out the sketchfab for the small Doctor sight which works well with assault rifles, or the SVD sniper rifle:

[Sketchfab]79896fd1f1ee40eda60d5c83d75bd33a[/sketchfab]

These attachments are awesome, and incredibly detailed. Keep up the great work Ironbelly! =)

Hey thanks so much @SE_JonF, we’re big fans of your work as well! Stoked to share that we got a release date for our bullets pack for June 1 :wink:

http://ironbellystudios.com/wp-content/uploads/2016/05/Bullets_Screenshot_01.jpg

A new bullets pack is live on the Marketplace for everyone who’s been waiting for ammo…Fire away! This pack includes 17 static meshes, ready for animation.

[Sketchfab]a158528cd99042588939f2d866d75c90[/sketchfab]

Nice packs, picked up the accessory pack and the M9 for an… umm… exercise? game…

Couple of questions, the first question is in regards to the Modern Bullets Pack. I see from the pictures that the rounds are not fired. Do you include separate meshes for the bullet and the casing (with burn damage) from when the round is fired?

2nd Question:

I plan on doing some modification to a couple of weapon attachments, and add a few weapon attachments, but… are you planning on coming out with bayonets? My idea is a bit un-realistic, but I think this would be a good idea for the accessory package.

3rd Question:

I need a “true first person” setup: 3rd person character with head that is a separate mesh, but connected to the bone socket. The head mesh itself should be invisible to owning player. Can you guys come up with a pack for something of that sort? I see the first person hands / arms…

Hey there @SaviorNT, thanks for your feedback. To answer your first question, right now the bullets are static meshes and don’t include the casing with burn damage. That being said, we’re planning on updating the pack in the near future to include it since we know it would add value and makes sense.

As for questions 2 and 3, we don’t have a bayonet planned right now since we’re working away on Medieval packs next, but its not something we’ll rule out for the future. As for the character mesh, again its not something we plan on releasing in the next couple of months, but if you need it for your game, we’re always happy to talk custom work and can give you a quote on costs if you head over to http://form.ironbellystudios.com.

I totally understand if you’d rather wait to see if we release it this year but just in case, I wanted to throw it out there that custom work is another option :slight_smile:

Any update on the status of separating the bullet from the casing?

Hey @icecreammatt, thanks for following up. I thought we submitted that a while back, but will look into it today and get back to you. Cheers!