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Dota 2 Models and Game Data
Every Dota 2 hero, cosmetic, courier and ward model as glTF (.glb), with what the game needs to show them as it does: particle effects, cloth and hair physics, animated materials, attachments, the hero page's pedestal, light and camera. Next to the models is the game's data on heroes, abilities, items and treasures, its texts in all 28 languages, and its icons, portraits and hero videos. Everything comes from the game files and is updated after each patch.
Browse it all in 3D on Dotadex. The sounds are in Sqls1/dota2-sounds, and the scenes (MVP screens, treasure openings, battle pass scenes) are in Sqls1/dota2-scenes.
About 12,000 models, 60,000 files and 17 GB. All paths follow the game's own: models/heroes/pudge/pudge.vmdl in the game is models/heroes/pudge/pudge.glb here.
What's inside
Models
| Path | What |
|---|---|
models/...glb |
Models with their meshes, skeleton, animations and materials, textures inside the file |
models/...skins.json |
A model's material variants (golden versions and the like), their textures in textures/ |
models/...attachments.json |
A model's attachment points (attach_hitloc, attach_weapon, ...): bones, weights, offsets, rotations |
models/...sequences.json |
How a model's animations play: looping or not, their activities (ACT_DOTA_IDLE), for models particles draw |
models/...cloth.json |
A model's cloth and hair physics as the game simulates it (nodes, rods, springs, damping, gravity, wind effects and the animation events that start them) |
models/cloth.json |
The models that have a cloth file |
materials/dynamic.json |
Materials whose parameters the game animates (scrolling textures, pulsing glow), as small programs of time: { "<material>.vmat": { "<parameter>": program } } |
index.json |
Which models show each hero and item, with their styles and material variants |
exported.json |
The models exported so far |
Particles
| Path | What |
|---|---|
particles/bundles/<path>.json |
An effect the heroes and their items show, with every system it spawns, in one file: { "particles/<path>.vpcf": system, ... } |
particles/<path>.json |
One particle system (particles/<path>.vpcf in the game), as its KeyValues3 give it |
particles/textures/<path>.png, .json |
A texture particles draw, as an atlas, with its sheet: sequences of frames and where each frame lies |
particles/...vsnap.json |
A snapshot: points particles are placed by on a model, by stream (position, radius, ...) |
particles/model-effects.json |
Effects models start on their own, like the hero page pedestal's ground fog and the dust it raises as it turns: { "<model>.vmdl": [{ system, config }] } |
particles/attached-models.json |
The models that have an attachments file |
particles/coverage.json |
How often each particle operator class is used across all effects |
About 3,450 effects made of 23,700 systems.
Game data
| Path | What |
|---|---|
data/heroes.json |
Heroes: attributes, roles, complexity, facets, abilities, talents, model scale |
data/abilities.json |
Abilities and talents with their values per level |
data/items.json, data/neutral_items.json |
Shop and neutral items: cost, values, recipes |
data/treasures.json |
Treasure chests and everything that can drop from them, by tier |
data/loadout_portraits.json |
Each hero page's scene: the pedestal, the key and ambient lights, the cameras (position, angles, field of view) |
data/loadout_backgrounds.json |
Each hero page's backdrop image, tint and gradient |
data/animsounds.json, data/animsound-events.json |
The sounds heroes' animations play, and when |
data/voices/<hero>.json |
A hero's voice lines: sound events and their files |
data/abilitysounds.json |
The sounds and voice lines of each hero's abilities |
data/audio-library.json |
Announcer packs and music packs with their files |
data/i18n/<language>.json |
Names, descriptions, notes and lore in all 28 languages of the game |
data/manifest.json |
The game build the data was read from, when, and the languages |
images/...png |
Hero portraits, ability and item icons, page backdrops, interface icons |
videos/heroes/<hero>.webm |
The animated hero portraits of the hero picker |
Using it
Files are served with CORS, so a page can load them directly:
https://huggingface.co/datasets/Sqls1/dota2-models/resolve/main/models/heroes/pudge/pudge.glb
A hero model is the bare body. Arms, weapons and other parts are default items worn on top, like any other cosmetic: load them as well and bind their skinned meshes to the hero's bones by name. Materials keep the game's material parameters in extras.vmat (shader, flags, values, which texture is which), enough to rebuild Dota's hero shading.
Units are the game's (inches) in the particle, attachment and cloth files, with the game's axes (z up); the glTF files are in metres with y up.
How it's made
dota2-model-tracker reads the game files from Steam (downloading only the parts it needs) or from a local install. It follows each model's references to its meshes, materials, textures and animations, and converts them with Source 2 Viewer. A GitHub Actions workflow runs it every six hours and exports only what a patch added or changed. Item data comes from dota2-file-tracker.
License
The models, textures, effects, texts, images and videos are Valve's and the Dota 2 Workshop authors' content, shared here for reference, research and fan projects. Dota 2 is a registered trademark of Valve Corporation. This dataset is not affiliated with or endorsed by Valve.
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