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https://developer.valvesoftware.com/wiki/$selfillum#.24selfillum_textures
When I typed $selfillum with the "int" attribute and set it to "1", it did nothing.
try that. using sultillum with selfillumtint on vector 3 lets you adjust it.
the silver dude probably just got backlit too with a very modified blueish $lightwarptexture that warps the light all around with halflambert to give it that look.
to get a "static" baked form of glow in a room without light you could build a small black map in hammer. a dark room. put some brushes with unlitgeneric colored or $selfillum materials in it. then load this map ingame. place yourself and use the "lightprobe name sizeofcube" command. you get an static envmap that's usable to have some tinted reflections. it's spatially limited but works for some fx. note: only the hdr probe is usuable. and you gotta restart sfm. valve is not working on fixing that nor anything anymore. sh*t... but... *shrugs* :)
the warp looks just like this[i.imgur.com] for example. right is the front where it's usually correctly lit. middle is the center where that glow appears. the left is the backside that you'd want to light like that. note that this "proper" shade only works if the light is behind the model. if you need sharper lighting you can modify the warp. it's a quick splotch and smudge in gimp. :D also if you use it as front lit warp you gotta flip the texture horizontally.
an alternative might be a phongwarp, for better a proper reflecting shade. but it's related to the diffuse shade. double trouble to get that working with all the grazing angle directions. still light dependent. so... i didn't want to... fiddle that together.
and... you can do it that cheap. a lil constrained, but it should work. :)