what you have to do to get this effect,
is create a shader that offsets a bit from the original texture, and that is transparent.
first allow the game to draw it's own object, then also add the somewhat bigger copy of it.
in q3- based games this is fairly easy with an engine shader:
Code:
_lm_shell
{
deformVertexes wave 30 sin 3 0 0 0
{
blendfunc blend
rgbgen entity
alphagen const 0.17
map $whiteimage
}
}