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PST Animations to BGII


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#81 Cuv

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Posted 29 October 2007 - 09:15 AM

Cuv, the STATIC_SPIDER_WOMAN is used for that creature in BG1 in the Cloakwoods. Area AR2101 in BG1. I've never understood the reasoning for using a slot for a creature that basically could be a regular BAM file. If I remember right, it just moves back and forth with 2 frames. What a waste.


Yeah, I agree. Looking at the EXE on that animation... it looks locked to be not only static... but restricted to a single animation bam file: MSPLGG1. That might be a candidate for unlocking. At least get rid of the GG1 part... and open it up to the standard BG style format. Like you say, an invisible creature can just be used and the animation played over it for the BGI encounter.

I've uploaded three more conversions this morning. Was able to do three because I didnt take the time to do screenshots.

I know that the Vargouille is already in CA... but I did this one for them, I heard that it didnt have a complete set of bams. This one has sleep, getting up, and spellcasting.

VGYB.jpg

Next we have my version of the Trelon demon:

TREB.jpg

And then Thokola:

THKB.jpg

#82 Miloch

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Posted 29 October 2007 - 03:46 PM

Yep, theBigg does indeed patch the EXE... I dont really understand the coding, but it looks correct. So it is possible. I have Hackman and WinHex... but grabbed the InfinityCracker anyway... thanks.

Yeah I think he does patch it via WeiDU now that I'm looking at it. The code should be pretty easy once you figure out the offset and value you need to write, e.g.:
COPY ~bgmain.exe~ ~.~

  PATCH_IF x = 800 THEN BEGIN

	WRITE_SHORT 0x32825 x

	WRITE_SHORT 0x32877 y

  END

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#83 Cuv

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Posted 30 October 2007 - 11:48 AM

Hey everyone... was really busy this morning and got 7 uploaded today. Only bothered to take screenshots of three.

WURB.jpg
Larval Worm

NPRB.jpg
Nupperibo

GSTB.jpg
Golem

GABB.jpg
Green_Abishai.jpg
Green Abishai

Gehreleth.jpg

Gehreleth2.jpg
Gehreleth

HRSB.jpg
Sohmien

Tricha.jpg
Tricha

That pretty much takes care of all the monsters in PST now... with the exception of the shadows, which I will try to do soon.

My next task will be to convert and resize all of the humanoids.

#84 Deathsangel

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Posted 30 October 2007 - 02:38 PM

Where the heck is a golem in PS:T? I think I played that game like ... three times till the end.... I don't recognize it...

Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
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#85 Cuv

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Posted 30 October 2007 - 07:58 PM

Where the heck is a golem in PS:T? I think I played that game like ... three times till the end.... I don't recognize it...


The golem is an unused PST animation. It looked cool, and I was able to reconstruct many of the animations from what were supplied in the game.

#86 Cuv

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Posted 03 November 2007 - 07:17 AM

Three final PST monsters uploaded today. Next I will begin with the humanoids. Hard to believe that I have converted 25 animations in just two weeks.

Again... if you have downloaded Annah... you might want to wait until I have a resized version to get it again. I see it has now been downloaded 16 times.

The shadows below are very dark in the game. I had to adjust lighting levels on the screenshots to show them.

Shadow.jpg

ShadowAttack.jpg
Shadow


Greater_Shadow.jpg
Greater Shadow

True_Shadow.jpg
True Shadow.

#87 Tassadar88

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Posted 03 November 2007 - 08:52 AM

:wub:
The Mind is its own place and in itself - can make a Heaven of Hell, a Hell of Heaven. -John Milton, Paradise lost

#88 Galactygon

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Posted 04 November 2007 - 12:29 PM

Once their translucency is adjusted, they will look extremely good. :)

Speaking of shadows, do you have plans on removing the shadows for the vampires? According to most myths (as well as AD&D rules), vampires cast no shadows. It would be a cool addition to the game.

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#89 Chronis

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Posted 04 November 2007 - 03:32 PM

How do you adjust translucency?

Edited by Chronis, 04 November 2007 - 03:32 PM.


#90 Galactygon

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Posted 04 November 2007 - 06:56 PM

There is an opcode that does that. IIRC it is opcode #66.

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#91 Caedwyr

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Posted 04 November 2007 - 08:52 PM

Speaking of Opcodes, I can see one of the possible solutions for scripts not running properly while stunned. Replace the stun effect with

#165 (0xa5) Spell Effect: Pause Target [165]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the pause effect to the targeted creature(s). This
effect is similar to stun, except the targeted creature(s)
scripts continue to run. Characters are still selectable.


And the stun cure with

#270 (0x10e) Cure: Unpause Target [270]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the pause effect (#165) from the targeted creature(s).


Of course this would cause horrible install order flakiness.
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#92 Chronis

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Posted 04 November 2007 - 11:09 PM

Hey Cuv
of the three formats

1. A1, A1E,A2, A2E,DE,DEE, GH, GHE,WK,WKE, etc. Where the E series are the East facings
2. 1, 2. These are normally massive files unused by BG2, but they work. Unused Death Tyrant is an example.
3. g1, g2, g11, g12, .... g21, g22, g23, etc. These are used by mostly the animals like deer, moose, a few monsters.

Have you figured out how many spots you can free up yet?
Since format 3 monsters are by far the fastest to convert It makes since to fill all of them up first before
moving on to the much more time intensive E series.

I guess what I am getting at is that before you resize and convert all the humanoids to format 3 it might be
prudent to finalize the animate.ids and figure out where everything is going to go. That way you'll have an idea when you need to start using format 1 due to lack of space. I don't have time just this second due to exams, but if your still working on these three weeks from now and want assistance I'll help out with some conversions. Converting and resizing to format 1 is time consuming and having done it once I don't mind helping out.

oh yeah when your assigning stuff I'll need a slot for the fall from grace animation as she is will be in Mod for the Wicked as a joinable NPC. She comes equipped with fist weapons that cannot be removed, so she won't need all the other weapon slots for wherever she goes.

@Galactygon do you know what slots don't allow for palette coloring? Could you expand on your description on how to adjust transparency, and give a brief description on the best way to alter palette colors to match an animation slot?

-Chronis

#93 Tassadar88

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Posted 05 November 2007 - 12:42 AM

Actually I think that as far as PST is concerned, each of the NPCs is going to have to stick to the weapon he was fighting with in PST, where they were limited the same way, so the whole weapons-animations-for-PST-NPCs issue will not require much tinkering ;)

BTW - if there is a mod where Morte fights, the teeth simply *HAVE TO* be droppable... and an appropriate TEETH weapon proficiency added to BG2, along with the weapon animations ;)
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#94 Cuv

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Posted 05 November 2007 - 09:37 AM

Hey Cuv
of the three formats

1. A1, A1E,A2, A2E,DE,DEE, GH, GHE,WK,WKE, etc. Where the E series are the East facings
2. 1, 2. These are normally massive files unused by BG2, but they work. Unused Death Tyrant is an example.
3. g1, g2, g11, g12, .... g21, g22, g23, etc. These are used by mostly the animals like deer, moose, a few monsters.

Have you figured out how many spots you can free up yet?
Since format 3 monsters are by far the fastest to convert It makes since to fill all of them up first before
moving on to the much more time intensive E series.


Actually... I have got the E series down to a science now. I can do a full conversion in under 45 minutes. The earlier stuff that I uploaded is rough... but the later stuff is sweet. I tried to include sleeping animation on all of them in case me or someone else comes up with a good way of playing that as a dead body animation via scripting. I still havent finished working on that yet.

I have been doing some messing around with the EXE. I can add animation prefixes without crashing the engine... but I cannot figure out for the life of me how to determine the ids offsets to access them.

I guess what I am getting at is that before you resize and convert all the humanoids to format 3 it might be
prudent to finalize the animate.ids and figure out where everything is going to go. That way you'll have an idea when you need to start using format 1 due to lack of space. I don't have time just this second due to exams, but if your still working on these three weeks from now and want assistance I'll help out with some conversions. Converting and resizing to format 1 is time consuming and having done it once I don't mind helping out.


Yeah, I only plan to convert only a very few of the animations to the E type. Slots are a big problem and I am finding that converting them the 'correct' way to the G1, G2, G11, etc type is not as easy as I first thought. I still have not figured out the best place to put animations.

I also discovered that there are actually two more formats. The ancient BGI animations use a G1, G1E... and the second type uses a G1, G1E, G2, G2E. The cycle and frame profiles are quite different on them. An example of each is the NPROH (Harlot) and MTAS (Tasloi).

Thanks... your help will be appreciated. I should still be working on animations then. Before I can realistically finish up the first RTW quest release... I need a good plan on how to consolidate animations so it will be compatible with nearly everything.

oh yeah when your assigning stuff I'll need a slot for the fall from grace animation as she is will be in Mod for the Wicked as a joinable NPC. She comes equipped with fist weapons that cannot be removed, so she won't need all the other weapon slots for wherever she goes.


Okay, cool. I will convert Annah and FFG to the G1, G2, G11, etc format. Annah can use Ellesime's slot, and FFG can use the Hula Wizard slot. Ellesime has an alternate unfinished animation that works in the MDK_KURT slot... it isnt perfect, but good enough for the small role she plays in SoA. I know that the Hula Wizard animation is used by some mods.. but not sure which.

The other slots are all used in BGI and BGII... but some moving around can be done. How many kinds of bears and great cats do we really need in the game? If we keep the leopard cat... then a it can be colored for the other types by an item. Same is true for the bears.

I also took a close look at the IWD animations... and the Salamanders and Yuan-Ti have VERY similar death animation. If they could all be combined to a single slot and use a single death animation, then that would free up 4 full E series slots. The problem is the Yuan-Ti use weapon animation. If all their animations could be edited... and all simply given swords on their animation... then that would solve that problem. Combining the sword directly to the hand is something that I simply do not have the time to do. I have tried doing it in Photoshop in an entire sequence... but back to that same problem of importing gifs into DLTCEP, BW or BW2... not possible in the first, and in the two latter... it screws up the colors.

@Galactygon do you know what slots don't allow for palette coloring? Could you expand on your description on how to adjust transparency, and give a brief description on the best way to alter palette colors to match an animation slot?

-Chronis


I can help you with that. Just use an item to give the transparency. Here... just happen to have a cloak that does it already. I use the same thing for my spectral beholders and dead people. Feel free to look it over... rename it, whatever. You can adjust the transparency easily to your preference.

Attached File  RTWISDP.ITM   314bytes   211 downloads

Cuv

#95 Chronis

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Posted 05 November 2007 - 03:29 PM

Thanks Cuv that item file that will be helpful

It would be great if the patch to the EXE file works but if it does not I think this is where we stand in terms of slots.

Unused general slots
MDK2_MAX --> MBEG (unused Death Tyrant animation) renamed to MMAXG1 and MMAXG2
MDK2_KURT --> Ellesime's unused alternate animation moved here as MKURG1 and MKURG2
MDK2_DOCTOR --> been holding out this slot.
HULA_WIZARD --> possibly for Fall from Grace, reconfigured and renamed to NIROG1, G2, G11, G12, etc.

Unused weapon slots from Galactygon work
MTROF
MBFIF
MBFIH
MBFIM
MBBRF
MBBRH
MBBRW
MMYCM
MMYCQ
MMY2H
MNO3D
MNO3F
MNO3M
MSHRH
MSHRM
MSHRQ
MSHRW

For Galactygons stuff the last letter is the weapon the creature would need to have equipped with F=flail, H=halbard, M=Mace, W=Warhammer, Q=quarterstaff, and D=dagger.
I believe he was saving these for Torment animations anyway so I doubt he would mind much if we assigned torment animations to them. After asking nicely of course =)

That makes a total of 21 so not enough.

One thing I wonder about is if there is a sword animation slot S, or maybe a slot for two handed swords. Galactygon does not currently use either so if present they could add a lot more slots.

Other interesting ideas for more slots discussed so far include.
>>Combining familiars in one animation group.
>>Combining demons into one slot.
>>Combining the different skeleton types into one slot.
>>Combining bears into one slot
>>Combining cats into one slot
>>Comgining Salamander and Yuan-Ti into one slot

Personally since many of the above ideas will require a lot of testing I favor filling up the weapon slots first since we already know they work.

Edit: edited list to remove errors pointed out by Cuv

Edited by Chronis, 05 November 2007 - 10:38 PM.


#96 Cuv

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Posted 05 November 2007 - 09:42 PM

Thanks Cuv that item file that will be helpful

It would be great if the patch to the EXE file works but if it does not I think this is where we stand in terms of slots.

Unused general slots
MSAI
MBEG
NELL -> to be used for Annah
MDK_MAX
STATIC_SPIDER_WOMAN - >Ellesime?
MDK_KURT
Hula Wizard -> Probably to be used for FFG need to look into conflicts with other mods


You are welcome :cheers:

Just to clarify on the above listed: MSAI and MBEG are not available slots. They are both unused animation bams. They have no slots and are not referenced in the BGMain.exe.

There are really only 4 unused slots in the game (1 is taken):

MDK2_MAX --> MBEG (unused Death Tyrant animation) renamed to MMAXG1 and MMAXG2
MDK2_KURT --> Ellesime's unused alternate animation moved here as MKURG1 and MKURG2
MDK2_DOCTOR --> been holding out this slot.
HULA_WIZARD --> possibly for Fall from Grace, reconfigured and renamed to NIROG1, G2, G11, G12, etc.

Which free s up Annah for NELL slot

The animation format for the MDK slots is rather complicated. It can be duplicated with DLTCEP in combination with BamWorkshop I and II... but DLTCEP has a nasty habit of crashing before the massive bam files can be finished. I have been pulling out my hair on that one.

Here is the best way that I have found to work with all three utilities:

Take your PST animations raw. Trim them down in BWII by using it to delete frames and/or sequences. BWII appears to mess things up... but it doesnt really... save. Now open the same bam in BamWorkshop I and resave. They will both screw up the shadows... but that is easy enough to repair. Next, open each new bam again in DLTCEP... go up to Load Pallette. Select the original bam from which you created the trim-down and load it. Then resave.

Once you have all the sequence blocks you need, then begin merging them in DLTCEP. Save often... it does crash alot.

Oh... and YES... most of the IWD animation slots do support sword animations. Will post more info tomorrow.

// Generated by Hackman 7.03 lt
// ALTERED ToBEXE\BGMain.exe - Starting offset: 0074:F320

0074:F320  j A n i m a t i o n . c p p . . M C y c . . . . F A L _ 0 3 B .
0074:F340  M E t n . . . . F A L _ 0 3 B . M T a n . . . . F A L _ 0 3 B .
0074:F360  F A L S E . . . D : \ d e v \ b a l d u r \ O b j A n i m a t i
0074:F380  o n . c p p . . M H i s . . . . M L e r . . . . M L i c . . . .
0074:F3A0  M M i n . . . . F A L _ 0 3 B . M M u m . . . . M T a n . . . .
0074:F3C0  M T i c . . . . M T r o . . . . M T s n . . . . M U m b . . . .
0074:F3E0  M C o r . . . . M G I C . . . . M G L A . . . . M W A V . . . .
0074:F400  C U V 1 . . . . C U V 2 . . . . C U V 3 . . . . C U V 4 . . . .
0074:F420  C U V 5 . . . . C U V 6 . . . . M B e t . . . . M B f i . . . .
0074:F440  M B b m . . . . M B r h . . . . F A L S E . . . D : \ d e v \ b
0074:F460  a l d u r \ O b j A n i m a t i o n . c p p . . M G h o . . . .
0074:F480  M G h 2 . . . . M G h 3 . . . . F A L S E . . . D : \ d e v \ b
0074:F4A0  a l d u r \ O b j A n i m a t i o n . c p p . . F A L _ 0 1 B .

Here are the prefixes I have added. No luck with getting animations to work though, but the game still works with these added here.

Cuv

#97 Chronis

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Posted 05 November 2007 - 10:42 PM

Oh... and YES... most of the IWD animation slots do support sword animations. Will post more info tomorrow.

Cool well thats probably another 12 or so free weapon animation slots right there.


Edit: doubt it will make a difference but I noticed most of the others in the exe above are lower case after the first two letters. So maybe CUv1 CUv2.

Edited by Chronis, 06 November 2007 - 11:18 AM.


#98 Galactygon

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Posted 06 November 2007 - 08:46 AM

About death animations and the .exe: Although I am not a hacker (and never will be), I was wondering about how feasable would it be to hack the .exe, so weapon animations do not disappear when creatures die with an undroppable weapon equipped.

-Galactygon
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#99 Sir BillyBob

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Posted 06 November 2007 - 01:00 PM

Other combinations:

Goblins - 2 yellow, 2 brown
Orcs - 4 total without mage/priest

Could orge/ogre magi combination work? Ogrillon and half-ogre? Not sure the work is worth it for such a small amount of creatures.

What about ghosts/shades? They don't need to leave behind an animation at all.

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#100 Cuv

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Posted 06 November 2007 - 09:05 PM

About death animations and the .exe: Although I am not a hacker (and never will be), I was wondering about how feasable would it be to hack the .exe, so weapon animations do not disappear when creatures die with an undroppable weapon equipped.

-Galactygon


Sorry, I don't think that is possible. I haven't seen anything in there yet concerning the weapon animations... it's in there, but coded and I just wouldnt know where to look.


Other combinations:

Goblins - 2 yellow, 2 brown
Orcs - 4 total without mage/priest

Could orge/ogre magi combination work? Ogrillon and half-ogre? Not sure the work is worth it for such a small amount of creatures.

What about ghosts/shades? They don't need to leave behind an animation at all.


Yeah, was thinking about those too. The goblins could possibly be combined... and so could the orcs, but the orcs use weapon animations iirc. Will check.

The Ogre's and Ogrillon and Half-Ogre use the BG style animations (G1-G26). They could be combined to an IWD style slot... but all the animations would have to be reconstructed.

Sure, the ghosts, shades and wailing virgin could all be combined I would think. I noticed that the WV doesnt have death animation at all. That combination might be a good place to start.

Also, the Myconids (just 2) could be combined also I would think.

Might as well post this so it is somewhere... I mapped out the structure of the BGII style animations. Bhodi and Irenicus were my examples.

Format:  G1,G2,G11-G15, G21-G26


G1:  standing battle ready
seq 0 - 8  :  10 frames blank
seq 9 - 17 :  16 frames all 9 West orientations 
seq 18 - 26:  20 frames blank
seq 27 - 35:  8  frames blank  
seq 36 - 44:  20 frames blank 
seq 45 - 53:  10 frames blank  

G2:  attack
seq 0 - 8  :  16 frames all 9 West orientations
seq 9 - 26 :  14 frames blank 
seq 27 - 35:  14 frames all 9 West orientations  
seq 36 - 44:  14 frames blank 
seq 45 - 53:  91 frames blank 
seq 54 - 62:  10 frames blank

G11: walking or running
seq 0 - 8  :  10 frames all 9 West orientations
seq 9 - 17 :  16 frames blank
seq 18 - 26:  20 frames blank
seq 27 - 35:  8  frames blank
seq 36 - 44:  20 frames blank
seq 45 - 53:  10 frames blank

G12:  standing relaxed
seq 0 - 8  :  10 frames blank
seq 9 - 17 :  16 frames blank
seq 18 - 26:  20 frames all 9 West orientations 
seq 27 - 35:  8  frames blank
seq 36 - 44:  20 frames blank
seq 45 - 53:  10 frames blank

G13:  getting hit (short frames)
seq 0 - 8  :  10 frames blank
seq 9 - 17 :  16 frames blank
seq 18 - 26:  20 frames blank
seq 27 - 35:  8  frames (4) repeating
seq 36 - 44:  20 frames total, last 15 blank 
seq 45 - 53:  10 frames blank

G14:  killed/falling down
seq 0 - 8  :  10 frames blank
seq 9 - 17 :  16 frames blank
seq 18 - 26:  20 frames blank
seq 27 - 35:  8  frames (4) repeating
seq 36 - 44:  20 frames all 9 west orientations
seq 45 - 53:  10 frames dead body

G15:  corpse
seq 0 - 8  :  10 frames blank
seq 9 - 17 :  16 frames blank
seq 18 - 26:  20 frames blank
seq 27 - 35:  8  frames blank
seq 36 - 44:  20 frames blank
seq 45 - 53:  10 frames dead body

G21:  2nd attack (alternate)
seq 0 - 8  :  14 frames blank
seq 9 - 17 :  14 frames all 9 West orientations
seq 18 - 26:  14 frames blank
seq 27 - 35:  14 frames blank
seq 36 - 44:  14 frames blank
seq 45 - 53:  93 frames blank
seq 54 - 62:  10 frames blank

G22:  3rd attack (alternate)
seq 0 - 8  :  14 frames blank
seq 9 - 17 :  14 frames blank
seq 18 - 26:  14 frames all 9 West orientations
seq 27 - 35:  14 frames blank
seq 36 - 44:  14 frames all 9 West orientations
seq 45 - 53:  91 frames blank
seq 54 - 62:  10 frames blank

G23:  1st attack (G2)
seq 0 - 8  :  14 frames all 9 West orientations
seq 9 - 17 :  14 frames blank
seq 18 - 26:  14 frames blank
seq 27 - 35:  14 frames all 9 West orientations
seq 36 - 44:  14 frames blank
seq 45 - 53:  91 frames blank
seq 54 - 62:  10 frames blank

G24:  3rd attack (G22)  
seq 0 - 8  :  14 frames blank
seq 9 - 17 :  14 frames blank
seq 18 - 26:  14 frames all 9 West orientations
seq 27 - 35:  14 frames blank
seq 36 - 44:  14 frames all 9 West orientations
seq 45 - 53:  91 frames blank
seq 54 - 62:  10 frames blank

G25:  Conjure/casting 
seq 0 - 8  :  14 frames blank
seq 9 - 17 :  14 frames blank
seq 18 - 26:  14 frames blank
seq 27 - 35:  14 frames blank
seq 36 - 44:  14 frames blank
seq 45 - 53:  91 frames repeating 14 frames
seq 54 - 62:  10 frames blank

G26:  Conjure/spell release
seq 0 - 8  :  14 frames blank
seq 9 - 17 :  14 frames blank
seq 18 - 26:  14 frames blank
seq 27 - 35:  14 frames blank
seq 36 - 44:  14 frames blank
seq 45 - 53:  91 frames blank
seq 54 - 62:  10 frames all 9 West orientations

The biggest problem with converting to these animation styles is that only they have creature orientations for all 9 west facing directions. PST only the walking animations have 9 orientations... all the other files use just 5 like in IWD. But... it can be faked.