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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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