the closest thing i can think of, (and i only know that it works in HLMV, never tested it ingame) is this.
duplicate the model and give it a slight push/fatboy command, hide this duplicate for now.
now comes the part that prettymuch destroys the model lol, you have to cut out the areas that need different colors. meaning a pretty monster increase in polycount.
now block out the colors using seperate 128x128 single color materials for each different color. these will later be changed to chrome in HLMV, this gives a "100% illumination" effect to it, the problem is its only solid colors, ala no details.
this is where that duplicate comes in, seeing as you have no need for the chopped up model to skin details on (and probly screwed the skinmaps up anyways) you will be texturing the details onto this section.
now just texture all the details on using SOLID black lines, use the LARGEST texture size HL is compatible with to get the least amount of pixellation as possible, use alpha-transparencies to get rid of everything but the black lines
if done right you should have the fullbright colored mesh underneath the detailed model, .
you could use that same duplicate again, but inverted and w/ a black texture to give you a black outline, but that would be tripling the polycount =/. and that kinda ruins the ingame aspect of it.
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if you didnt understand any of that, too bad lol. it made sense in my head and its been awhile since ive actualy done it.