The dataset viewer is not available for this split.
Error code: StreamingRowsError
Exception: CastError
Message: Couldn't cast
particles/dev/empty_particle.vpcf: struct<_class: string, m_nBehaviorVersion: int64, m_nMaxParticles: int64, m_controlPointConfiguratio (... 39 chars omitted)
child 0, _class: string
child 1, m_nBehaviorVersion: int64
child 2, m_nMaxParticles: int64
child 3, m_controlPointConfigurations: list<item: struct<m_name: string>>
child 0, item: struct<m_name: string>
child 0, m_name: string
m_controlPointConfigurations: null
m_nMaxParticles: int64
m_PreEmissionOperators: list<item: struct<_class: string, m_nChildControlPoint: int64, m_nNumControlPoints: int64, m_nFirstS (... 44 chars omitted)
child 0, item: struct<_class: string, m_nChildControlPoint: int64, m_nNumControlPoints: int64, m_nFirstSourcePoint: (... 32 chars omitted)
child 0, _class: string
child 1, m_nChildControlPoint: int64
child 2, m_nNumControlPoints: int64
child 3, m_nFirstSourcePoint: int64
child 4, m_bSetOrientation: bool
_class: string
m_nBehaviorVersion: int64
m_Children: list<item: struct<m_ChildRef: string>>
child 0, item: struct<m_ChildRef: string>
child 0, m_ChildRef: string
to
{'_class': Value('string'), 'm_nBehaviorVersion': Value('int64'), 'm_nMaxParticles': Value('int64'), 'm_controlPointConfigurations': List({'m_name': Value('string'), 'm_drivers': List(Json(decode=True)), 'm_previewState': {'m_previewModel': Value('string'), 'm_nModSpecificData': Value('int64'), 'm_sequenceName': Value('string'), 'm_hitboxSetName': Value('string')}}), 'm_Children': List({'m_ChildRef': Value('string')}), 'm_PreEmissionOperators': List({'_class': Value('string'), 'm_nChildControlPoint': Value('int64'), 'm_nNumControlPoints': Value('int64'), 'm_nFirstSourcePoint': Value('int64'), 'm_bSetOrientation': Value('bool')})}
because column names don't match
Traceback: Traceback (most recent call last):
File "/src/services/worker/src/worker/utils.py", line 149, in get_rows_or_raise
return get_rows(
dataset=dataset,
...<4 lines>...
column_names=column_names,
)
File "/src/libs/libcommon/src/libcommon/utils.py", line 272, in decorator
return func(*args, **kwargs)
File "/src/services/worker/src/worker/utils.py", line 129, in get_rows
rows_plus_one = list(itertools.islice(safe_iter(ds, dataset=dataset), rows_max_number + 1))
File "/src/services/worker/src/worker/utils.py", line 544, in safe_iter
yield from ds.decode(False) if ds.features else ds
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 3052, in __iter__
for key, example in ex_iterable:
^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2559, in __iter__
for key, pa_table in self._iter_arrow():
~~~~~~~~~~~~~~~~^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 2584, in _iter_arrow
for key, pa_table in self.ex_iterable._iter_arrow():
~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 558, in _iter_arrow
for key, pa_table in iterator:
^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/iterable_dataset.py", line 440, in _iter_arrow
for key, pa_table in self.generate_tables_fn(**gen_kwags):
~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 361, in _generate_tables
self._cast_table(pa_table, json_field_paths=json_field_paths),
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 132, in _cast_table
pa_table = table_cast(pa_table, self.info.features.arrow_schema)
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2381, in table_cast
return cast_table_to_schema(table, schema)
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2309, in cast_table_to_schema
raise CastError(
...<3 lines>...
)
datasets.table.CastError: Couldn't cast
particles/dev/empty_particle.vpcf: struct<_class: string, m_nBehaviorVersion: int64, m_nMaxParticles: int64, m_controlPointConfiguratio (... 39 chars omitted)
child 0, _class: string
child 1, m_nBehaviorVersion: int64
child 2, m_nMaxParticles: int64
child 3, m_controlPointConfigurations: list<item: struct<m_name: string>>
child 0, item: struct<m_name: string>
child 0, m_name: string
m_controlPointConfigurations: null
m_nMaxParticles: int64
m_PreEmissionOperators: list<item: struct<_class: string, m_nChildControlPoint: int64, m_nNumControlPoints: int64, m_nFirstS (... 44 chars omitted)
child 0, item: struct<_class: string, m_nChildControlPoint: int64, m_nNumControlPoints: int64, m_nFirstSourcePoint: (... 32 chars omitted)
child 0, _class: string
child 1, m_nChildControlPoint: int64
child 2, m_nNumControlPoints: int64
child 3, m_nFirstSourcePoint: int64
child 4, m_bSetOrientation: bool
_class: string
m_nBehaviorVersion: int64
m_Children: list<item: struct<m_ChildRef: string>>
child 0, item: struct<m_ChildRef: string>
child 0, m_ChildRef: string
to
{'_class': Value('string'), 'm_nBehaviorVersion': Value('int64'), 'm_nMaxParticles': Value('int64'), 'm_controlPointConfigurations': List({'m_name': Value('string'), 'm_drivers': List(Json(decode=True)), 'm_previewState': {'m_previewModel': Value('string'), 'm_nModSpecificData': Value('int64'), 'm_sequenceName': Value('string'), 'm_hitboxSetName': Value('string')}}), 'm_Children': List({'m_ChildRef': Value('string')}), 'm_PreEmissionOperators': List({'_class': Value('string'), 'm_nChildControlPoint': Value('int64'), 'm_nNumControlPoints': Value('int64'), 'm_nFirstSourcePoint': Value('int64'), 'm_bSetOrientation': Value('bool')})}
because column names don't matchNeed help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
Dota 2 Particle Effects

Every particle system of Dota 2 (abilities, cosmetics, units, buildings, maps, the interface, events) as JSON, with the textures they draw and the engine's defaults for the fields a system leaves out. 98,083 files, 1.2 GB. See them played as the game does on Dotadex.
What's inside
| Folder | What | Files | Size |
|---|---|---|---|
particles/econ/ |
cosmetics' effects | 50,753 | 352 MB |
particles/units/ |
heroes' and units' effects | 21,471 | 112 MB |
particles/bundles/ |
effects in one file | 7,642 | 406 MB |
particles/models/ |
model effects | 4,967 | 8 MB |
particles/textures/ |
textures | 2,936 | 266 MB |
particles/events/ |
events | 1,511 | 21 MB |
particles/ui/ |
the interface | 1,471 | 23 MB |
particles/items_fx/ |
items | 733 | 10 MB |
particles/neutral_fx/ |
neutral creeps and items | 613 | 4 MB |
particles/items2_fx/ |
items | 491 | 2 MB |
particles/ui_mouseactions/ |
clicks and pings | 490 | 4 MB |
particles/generic_gameplay/ |
gameplay | 374 | 2 MB |
particles/items4_fx/ |
items | 350 | 4 MB |
particles/items5_fx/ |
items | 269 | 3 MB |
| Path | What |
|---|---|
particles/<path>.json |
One system (particles/<path>.vpcf in the game) as its KeyValues3 give it |
particles/bundles/<path>.json |
An effect heroes and items show, with every system it spawns, in one file |
particles/textures/<path>.png, .json |
A texture particles draw as an atlas, and its sheet (sequences, frames) |
particles/<path>.vsnap.json |
A snapshot: points placed on a model, by stream |
particles/schema.json |
The engine's particle classes with their fields' defaults |
particles/model-effects.json, map-effects.json, map-cameras.json |
Effects models and maps start on their own; the interface scenes' cameras |
Positions are in the game's units (inches) and axes (z up).
How to use it
One file, straight from its link (works in a browser, an <img>, fetch; served with CORS):
https://huggingface.co/datasets/Sqls1/dota2-particles/resolve/main/particles/bundles/units/heroes/hero_invoker/invoker_sun_strike.json
Python (huggingface_hub):
from huggingface_hub import hf_hub_download, snapshot_download
# one file
path = hf_hub_download("Sqls1/dota2-particles", "particles/bundles/units/heroes/hero_invoker/invoker_sun_strike.json", repo_type="dataset")
# a whole folder
snapshot_download("Sqls1/dota2-particles", repo_type="dataset", allow_patterns="particles/units/heroes/hero_invoker/*", local_dir="dota2-particles")
Command line (pip install -U huggingface_hub):
hf download Sqls1/dota2-particles --repo-type dataset --include "particles/units/heroes/hero_invoker/*" --local-dir dota2-particles
Find anything: files.json at the root lists every file with its size, one download instead of walking the folders:
const { files } = await (await fetch("https://huggingface.co/datasets/Sqls1/dota2-particles/resolve/main/files.json")).json(); // [[path, size], ...]
How it stays up to date
Exported from the game files by particles.js (the schema by particle-schema.js). The tracker checks Steam every six hours; after a game update it exports only what changed and removes what the game removed. Everything at the game's own paths, so a file you know from the game is easy to find.
Made for Dotadex, a site that shows every Dota 2 hero and cosmetic in 3D as the game does, and open to everyone.
The whole family
- dota2-data: every script and text of the game as JSON (items, heroes, abilities, 28 languages)
- dota2-images: every picture of the interface: icons, portraits, loading screens
- dota2-videos: every video of the interface: animated hero portraits, trailers
- dota2-models: every 3D model: heroes, cosmetics, units, buildings, props
- dota2-textures: every texture of the 3D models and maps, on its own
- dota2-particles: every particle effect system and its textures (this one)
- dota2-sounds: every sound: voice lines, abilities, music, announcers
- dota2-maps: every map and scene: the main map, events, backgrounds, MVP screens
License and credit
Everything here is Valve's content (and the Dota 2 Workshop authors' for cosmetics), taken from the game files and shared for reference, research, fan sites, art and other non-commercial community projects. Dota 2 is a registered trademark of Valve Corporation. This is an unofficial, fan-made dataset, not affiliated with or endorsed by Valve. If you use it, please credit Valve and Dota 2.
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