I am making a little game app that allows users to load up textures manually. One such example would be a standard deck of 52 cards.
Would it be bad to store the processing info as:
Card_79x123_53_53.png
Upon getting the filename from a file dialog, I would split the underscores to get the following info:

ObjectType : matched to list
(w,h)
Number of objects expected (in case there's tailing empty space)
Extra info (in this case the location of the face-down texture relative to N above)
and the dimensions of the image provide the rest, of course.

ANY error in processing would of course be raised and the attempt to load textures would be rejected.
Is there a reason why this is a bad idea or should I keep toying with it?
Probably it would be better to ask user about how to process image explicitly either by adding extra controls into file dialog, or by showing another dialog after file dialog is submitted.  In this case information taken from file name could be used as hints to preliminary fill these extra controls with values, but user will have a chance to correct what is wrong and fill what is missing.
Is it a bad idea to use a PNG image's filename to store the info on how to process it?