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They went from the old meshes to HDR meshes in A18, that's all you'll get.
Assuming this is what OP is referring to... I agree that it would be very nice to have more options when painting.
^What Teresa says^
Imagine the possibilities!
However, I keep noticing how many of the textures we have are just tinted versions of another texture. For example, there’s a corrugated metal roof texture that comes in a beige, green, blue, and orange variant. It works well enough, but could this be implemented more efficiently? Instead of taking up the space of four textures in the atlas, I would think there could be one base version in the atlas, and then the game could apply any number of tints to it after the fact, similar to how dye mods work.
This could save the space of something like twenty textures. The artists could then use those savings to make new textures, increasing the variety available without increasing texture memory requirements. I’ve proposed this on the official forum, as it seems to me like the way to get more textures that’s actually viable.