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Textures
Including a glow layer for an entity variant is as simple as adding a single texture file. Add a texture file with the parts you want to glow to the same directory as the texture the layer is for with the filename of <baseTextureName>_glow.png and the system will use that as a glow layer for any mobs using the <baseTextureName>.png file as its texture.
For example, if you have a texture skeleton.png in the directory assets/jsonentitymodels/textures/entity/minecraft/skeleton/adult/skeleton and you want to add a glow layer to it, you simply add a skeleton_glow.png file to the same directory.
Similar to Glow Layers, the cracks on Iron Golems as they are damaged can be added as simply as adding a few extra textures. There are 3 layers to "crackiness": Low, Medium, and High. Each one should have a texture in the same directory as the Iron Golem texture it is for with the filename of <baseTextureName>_crackiness_(high|medium|low).png. Again, (high|medium|low) indicates that there are 3 files, one with each of those words filling that space (e.g. <baseTextureName>_crackiness_high.png).
Just like the above two cases, special swirl textures for Charged Creepers can be specified for any given texture. These textures should be in the same directory as the main entity texture and be named <baseTextureName>_powered.png. If no texture-specific power layer is supplied, the vanilla layer will be used instead and fit to your model.