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Create particle effects with Catalyst

Catalyst is Cfx.re’s Windows editor for GTA V particle effects. It combines a node graph, timeline and preview, then exports .ypt files. It does not create textures, model meshes or script when an effect appears in game. This guide follows the official introduction , editor overview  and example project  reviewed on 14 November 2026.

Install and prepare assets

Download the installer from Cfx Portal Downloads . Windows 10 or 11 is required. Installation is per user, normally under %LOCALAPPDATA%\Cfx\Catalyst, without administrator access. Keep projects outside that installation directory.

Projects use .ctlst; finished particle libraries use .ypt. Import prepared .dds textures or .ydr drawables. A GTA V installation is optional: its core.ypt supplies a read-only Global asset pool. If discovery fails, locate GTA5.exe or core.ypt in the dialog, or continue with your own assets. Restart the editor to retry loading the Global pool after dismissing that dialog.

Build a collection and effect

Create a project, add a collection, then add an effect within it. Each collection becomes a separate exported YPT library. The library panel holds effects, textures and drawables; the graph describes their relationships, while the timeline animates values and the preview simulates the result.

The structural levels are the particle effect rule, event emitter, emitter rule, particle rule and draw command. Use the official editor overview  for node inputs, lifetime curves, textures, shaders and preview controls. Importing an existing effect is useful for understanding those connections.

For a first exercise, follow the official example project : connect a model draw command and drawable, select the sample snow mesh, add the sprite shader, configure emission and preview it. Missing sample meshes can mean the Global pool did not load.

Export and stream the correct edition

Choose File → Export YPT, select a writable output directory and at least one game edition. Resolve validation errors before exporting. Only collections with their export checkbox selected are included.

TargetExport and resource placement
LegacyExported <name>_legacy.ypt; place the intended Gen8 asset in the resource’s stream/.
EnhancedExported <name>_enhanced.ypt; place the intended Gen9 asset in stream_enhanced/.
BothRetain both outputs and maintain complete edition-specific asset directories.

When stream_enhanced/ exists, Enhanced uses it instead of merging it with stream/. See Enhanced asset migration. Match the particle dictionary requested by your client script to the actual exported filename without .ypt, and match the effect name to the project’s particle effect rule.

Create a resource manifest and client script, ensure the resource, then test loading and triggering the effect on the intended client edition. Bound asset-loading waits, clean up looped effect handles and test resource restarts. An editor preview or successful export does not establish in-game compatibility. The asset-authoring lab and in-game acceptance guide explain the remaining checks.