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FogMS is the content management system of DungeonFog. It can parse file names of images so properties will be automatically applied. This helps to automate the upload process and reduce manual work in the interface when done right. All values can be adjusted afterwords in FogMS.
ℹ️ Filename parsing is purely optional and only takes effect when parameters in brackets [ ] are provided. Values inside the brackets are called parameters and are only taken into account if they are valid (see definitions bellow).
The Filename of your asset is used to automatically detect the asset name. All standard characters are allowed and underlines “_” are replaced with spaces in the filename.
The parser understands the following format and parameters:
asset_name[type=TYPES BELOW; width=X; height=Y; path=PATH NAME; light=[#rrggbb, RANGE]; tags=[abc,def, scope=tag]].png
All values in the brackets [ ] are optional and have default values when not provided. They must be precise (no typos but case insensitive) or they are ignored.
| Parameter | Description | Default |
| Type | Defines the type of the asset. | prop |
| Dpi | Defines default dpi for the asset and how it should be interpreted on the grid | 200 |
| Width & Height | Defines the dimensions of the asset. | Auto calculates dimensions. ℹ️ Please read the details. |
| Path | Defines to which path this asset belongs. | empty |
| Light | Defines default light settings for the BME. | empty |
| Tags | Meta information which is mainly used for organising and searching. | empty |
Following values are valid:
| Type | Description | Notes |
Prop |
Used by the BME when Placing objects with the Prop tool. | Default. If no type is specified in the Parameters, the asset will be interpreted as prop. |
Texture |
Used by the BME when texturing surfaces like the stage background, rooms, brushes, shapes and token frames. | |
Door |
Used by the BME when placing Objects on walls of the Room Tool. | The images have to be oriented horizontally - facing either left/right or right/left. |
Window |
See Door. |
|
Path |
Used by the BME when using the Path tool. |
Paths have special behaviour.
|
Path center |
See |
The images have to be oriented horizontally. Ignores the width and height parameters. They get inherited from the associated ℹ️ Due the technical implementation all |
Path end |
See |
The images have to be oriented horizontally and the ending facing left. Ignores the height parameter. They get inherited from the associated ℹ️ Due the technical implementation all |
Token |
Used by the BME when using Tokens. |
|
Background |
Used by the BME when Placing special objects with the Prop tool. |
In the current implementation this can be seen as a subcategory to props. A Background is a special prop that's treaded slightly differently by the tool. Backgrounds get a special Icon in the layer list and are automatically placed at the bottom of the layer list. |
my_wood_bench[type=prop].png
By changing the default dpi you can adjust how the asset will be displayed relative to the grid. Per default, our system uses 200dpi which means that a 200x200px sized asset will be displayed as 1x1 grid on the stage.
By defining a different dpi value, you can take control of this behavoir:
my_wood_bench[type=prop; dpi=300].png
In this example the image "my_wood_bench", which has 600x300px in dimensions would be interpreted as a prop taking 2x1 grids on stage.
Other examples would be
Values are in grid dimensions (can have decimals) used by the editor when placing the asset.
my_wood_bench[type=prop; width=2; height=1].png
Both values are ignored when the type is set to Path center or partially when Path end.
ℹ️ Path centers and Path ends must be aligned horizontally
If no values are provided the parser first checks if any dimensions (in pixels) of the image are divisible by 200. If that is the case it takes the pixel dimension/200 as the grid dimensions (see examples below). Else it defaults the smaller side to 1 and calculates the longer side proportionally.
We internally use the definition of 200 pixel per inch for our assets. A square on a map is defined to be 1x1 inches. Hence a 1x1 sized asset must have 200x200 px. We recommend to follow these definitions. Higher resolution images are welcome and should be integer multiples of 200.
Other dimensions are valid but not recommended.
| Asset | Grid dimensions | Pixel dimensions |
|---|---|---|
| A round table | 1x1 | 200x200 |
| Another round table (high res) | 1x1 | 400x400 |
| Another round table (low res) Valid but not recommended |
1x1 | 100x100 |
| Wide table | 1x2 | 200x400 |
| Large tree | 2x2 | 400x400 |
| Another large tree (low res) Valid but not recommended |
2x2 | 150x150 |
| Seamless stone floor texture | 3x3 | 600x600 |
| Rock | 0.5x0.5 | 100x100 |
The name of the associated path. The name is taken from the filename of the asset with type=Path.
When no type is provided it defaults to type = Path center.
Default is empty which means the asset won't be automatically associated with a path.
Example setup:wood_wall[type=Path;].pngExample center:wood_wall_1[type=Path center; path=wood wall].png
Example end:wood_wall_end_1[type=Path end; path=wood wall].png
ℹ️ Learn more about Paths in the paths guide
Light settings for the prop. Only taken into account if the type is prop.
Default is empty which means the prop casts no light automatically when placed in the BME.
The color of the light in the standard format #RRGGBB.
The range in grids. Can have decimals.
my_torch[type=prop; width=1; height=1; light=[#ffffff, 5]].png
Tags are used for searching and organising. Provide them in a comma separated list. We recommend to limit your tags per asset to 3-4. Too many are a reason for rejection.
Default is empty.
Scopes are used for organising. A scoped tag is simply just a long tag with descriptors separated by colons : in FogMS. Due limitations the Parser has to use the equal sign = for that. You can use them to collect related asset.
The Battlemap editor currently uses the scope category: to group assets in the asset picker in categories.
⚠️ We strongly recommend to assign a category tag.
Inside FogMS you can specify a hierarchy by appending /SUBCATEGORY to the category: tag. This is used by the current asset picker to organise the props in subcategories. Please do not use more than 2 subcategories or the UI will become confusing.
ℹ️ Note: This cannot be defined in the filename and has to happen after import.
Simple:my_wood_bench[type=prop; width=2; height=1; tags=[category=Furniture, seat, sit, chair, pew]].pngWith other scopes:my_wood_bench[type=prop; width=2; height=1; tags=[category=Furniture, seat, sit, chair, pew, material=wood]].png
Automation is no easy task and this document might be overwhelming.
If you have any questions or ideas for improvement don't hesitate to ask us directly on discord.