Choose a recording, characters and a tick range. RenderLock exports an animated Blender scene for cinematics, edits and stills, with coverage reports for optional cloth, effects and character lighting. Download a prepared map or build one from installed game files, then include it with a lighter viewport proxy in the same editable scene.
Current source: 0.3.0b23 · Windows x64 · character beta. The portable ZIP includes Python, the asset converter and helper tools. Install Blender separately and supply your own Deadlock installation and replay.
RenderLock works offline from replay and installed asset files. You do not need to launch Deadlock or change its Steam launch options. Game updates and older recordings can still require compatibility work.
Quick start · Features · Guides · Compatibility · Support · Credits
- Download RenderLock-0.3.0b23-Windows-x64.zip, or the newer Windows ZIP on Releases, and extract it completely. Keep the runtime, tools and other files beside RenderLock.exe.
- Open RenderLock.exe. In Setup, select Blender and your Deadlock folder. Blender 5.2.1 LTS is the tested installation; new prepared maps use Blender 5.2 LTS. The converter and helper paths are discovered from the ZIP.
- In Export, select a
.dem, inspect it and choose a character for a short preview. Use Standard materials and turn off optional effects, cloth and map for the first animation check. - Choose a new
.blendoutput and export. Leave Allow partial export / movement placeholders off for a full character-animation check. - Read the completion message and coverage report, then open the
.blendin Blender. Add the optional features you need after that preview succeeds.
The user guide covers the pages, output files, saved packages and cache. For a stopped export, start with troubleshooting.
- Recorded character animation. Export selected player lifetimes, movement and skeletal poses at original world positions. Compatible transformations keep their separate model tracks under one player root.
- Characters and cameras. Choose characters by name and use an overview or a fitted follow camera. Imported character objects have readable hero names; some generated helper objects retain utility names.
- Materials and textures. Converted character textures are packed into the scene. Optional static emission/glass repairs have their own documented limits.
- Cloth and effects. Export supported approximate cloth and recorded particle layers; unavailable features remain visible in coverage. Support varies by model, recorded history and effect tree.
- Character looks. Choose Standard materials, partial Source lighting, or Elagrimm + Source. The Elagrimm library is a separate download; these looks do not reproduce every game shader or lighting effect.
- Full map and lighter viewport. Download a separate prepared map or build one from installed game files using Blender 5.2 LTS. New maps include materials, lighting and a cached viewport proxy; the full map supplies renders. Exported map assets stay beside the scene, ready to move with the project. Older maps keep their original compatibility path. Cut the full map manually.
- Recovery and reuse. Recognized failures offer specific, explicit retry choices. Verified generated assets can be reused between exports, and failed exports try to retain a support ZIP beside the normal logs.
Start with the documentation index.
| What you need | Guide |
|---|---|
| Setup, character selection, output files and saved packages | User guide |
| Source lighting, Elagrimm and material options | Lighting and materials |
| Map download, alignment, textures and manual cutting | Map workflow |
| Supported cloth, coverage and cloth-only recovery | Cloth / secondary motion |
| Failed exports, support ZIPs and compatibility errors | Troubleshooting |
| Inspection, conversion and explicit partial flags | Command-line guide |
| App updates and interrupted-update recovery | Updating RenderLock |
| Source setup, helper builds and packaging | Building |
RenderLock is a beta. A successful export does not establish full game-render parity or support for every hero ability, cloth layout or replay revision. Replay, model, rig and animation data must agree. Optional lighting has additional resource and selected-material checks; a compatibility check reporting resources ready is not a promise that a whole export will succeed.
Partial choices have different scopes:
| Choice | What you accept |
|---|---|
| Keep supported cloth if some cloth is unavailable | Omitted/failed cloth, while models and character animation stay strict |
| Accept partial lighting limits for this export | Artistic/reference lighting limits, while character data stays strict |
| Allow partial export / movement placeholders | Broader compromises, including unavailable models or animation |
| A specific recovery choice | Only the changes described by that choice; closing recovery never retries |
The external map is static, can differ from a replay's map revision, and supplies no Source-lighting data or cloth collision. Its textures stay external until you relink or pack them yourself.
Native Linux work is on a separate experimental support branch. There is no supported Linux release archive yet. The separate branch's fixes and cloth-verifier changes are not part of the Windows b16 release.
Windows portable releases from b4 include Updates. Check the release notes, choose Download update, then Install and restart when your job is finished. Startup checks fetch metadata only and can be disabled. Settings, exports and the shared asset cache are retained. See updating and recovery.
The application uses Kara's original artwork and interface design. On Windows, verified Oracle/Pulp display fonts can be loaded privately from your selected game installation; fonts are not bundled or installed into Windows. Missing fonts fall back to Segoe UI. Setup details
Use 64-bit Python 3.12+ and a virtual environment. Source development also needs the appropriate native extractor and external converter/helper tools. See Building and Contributing before starting. The Windows portable ZIP is the normal ready-to-run download.
Report an issue or join the
Deadlock Editing Discord. Include the RenderLock and
Blender versions, installed game build, replay/match ID, selected ticks and the
support ZIP or exact error. The recovery window provides Open diagnostics
and Copy path; logs normally live in %LOCALAPPDATA%\RenderLock\logs.
Review diagnostics before sharing: local paths and replay names can remain in them. Do not post replay/game assets you do not have permission to distribute. What to send
Maintained by Cravvnn, with UI design and artwork by Kara. See Credits for the asset, animation, shader, cloth and community projects behind RenderLock.
RenderLock source uses the MIT license. Bundled dependencies and third-party shader libraries retain their own terms; see Third-party notices. Game assets and third-party shader libraries are not included in the application ZIP.
Character-only exports can include the verified unowned Mina bat-impact profile on Windows game builds 6860 and 6861. These effects use recorded world positions and birth ticks. Other lifecycles and unqualified game binaries remain unsupported. Exports containing an imported map withhold this effect until projected map surfaces/materials are supported; the coverage report explains the omission. This does not add every particle or exact game lighting. New world-origin capture is not qualified on Linux; existing saved scenes retain their existing behavior.
