each step has to be its own entity assigned in the FPS file. This is so each step has collision that the player and any NPC's can manage to go up and down.
Take this file for instance:
;Segment Spec
;Header
partmax = 9
lastmeshmax = 9
;Segment Parts
partmode0 = 0
meshname0 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx0 = 0
offy0 = 39
offz0 = 40
rotx0 = 0
roty0 = 270
rotz0 = 0
texture0 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured0 =
texturen0 =
textures0 =
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 0
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 2
partmode1 = 0
meshname1 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx1 = 0
offy1 = -50
offz1 = -50
rotx1 = 0
roty1 = 270
rotz1 = 0
texture1 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured1 =
texturen1 =
textures1 =
transparency1 = 0
effect1 =
colmode1 = 1
csgmesh1 =
csgmode1 = 0
csgimmune1 = 0
lightmode1 = 0
multimeshmode1 = 0
materialindex1 = 2
partmode2 = 0
meshname2 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx2 = 0
offy2 = -40
offz2 = -40
rotx2 = 0
roty2 = 270
rotz2 = 0
texture2 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured2 =
texturen2 =
textures2 =
transparency2 = 0
effect2 =
colmode2 = 1
csgmesh2 =
csgmode2 = 0
csgimmune2 = 0
lightmode2 = 0
multimeshmode2 = 0
materialindex2 = 2
partmode3 = 0
meshname3 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx3 = 0
offy3 = -30
offz3 = -30
rotx3 = 0
roty3 = 270
rotz3 = 0
texture3 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured3 =
texturen3 =
textures3 =
transparency3 = 0
effect3 =
colmode3 = 1
csgmesh3 =
csgmode3 = 0
csgimmune3 = 0
lightmode3 = 0
multimeshmode3 = 0
materialindex3 = 2
partmode4 = 0
meshname4 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx4 = 0
offy4 = -20
offz4 = -20
rotx4 = 0
roty4 = 270
rotz4 = 0
texture4 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured4 =
texturen4 =
textures4 =
transparency4 = 0
effect4 =
colmode4 = 1
csgmesh4 =
csgmode4 = 0
csgimmune4 = 0
lightmode4 = 0
multimeshmode4 = 0
materialindex4 = 2
partmode5 = 0
meshname5 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx5 = 0
offy5 = -10
offz5 = -10
rotx5 = 0
roty5 = 270
rotz5 = 0
texture5 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured5 =
texturen5 =
textures5 =
transparency5 = 0
effect5 =
colmode5 = 1
csgmesh5 =
csgmode5 = 0
csgimmune5 = 0
lightmode5 = 0
multimeshmode5 = 0
materialindex5 = 2
partmode6 = 0
meshname6 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx6 = 0
offy6 = 0
offz6 = 0
rotx6 = 0
roty6 = 270
rotz6 = 0
texture6 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured6 =
texturen6 =
textures6 =
transparency6 = 0
effect6 =
colmode6 = 1
csgmesh6 =
csgmode6 = 0
csgimmune6 = 0
lightmode6 = 0
multimeshmode6 = 0
materialindex6 = 2
partmode7 = 0
meshname7 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx7 = 0
offy7 = 10
offz7 = 10
rotx7 = 0
roty7 = 270
rotz7 = 0
texture7 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured7 =
texturen7 =
textures7 =
transparency7 = 0
effect7 =
colmode7 = 1
csgmesh7 =
csgmode7 = 0
csgimmune7 = 0
lightmode7 = 0
multimeshmode7 = 0
materialindex7 = 2
partmode8 = 0
meshname8 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx8 = 0
offy8 = 20
offz8 = 20
rotx8 = 0
roty8 = 270
rotz8 = 0
texture8 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured8 =
texturen8 =
textures8 =
transparency8 = 0
effect8 =
colmode8 = 1
csgmesh8 =
csgmode8 = 0
csgimmune8 = 0
lightmode8 = 0
multimeshmode8 = 0
materialindex8 = 2
partmode9 = 0
meshname9 = meshbank\ww2\france\stairs\solid\stair_d_01.x
offx9 = 0
offy9 = 30
offz9 = 30
rotx9 = 0
roty9 = 270
rotz9 = 0
texture9 = texturebank\ww2\stairs\concrete\stair_d_d2.tga
textured9 =
texturen9 =
textures9 =
transparency9 = 0
effect9 =
colmode9 = 1
csgmesh9 =
csgmode9 = 0
csgimmune9 = 0
lightmode9 = 0
multimeshmode9 = 0
materialindex9 = 2
;Segment Visibility
visoverlay = 1
visfloor = -1
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1
;Segment Blueprint
mode = 0
symbol = 0
floorsizey = 0
sidesizex = 0
sidesizey = 0
sidesizez = 0
groundmode = 0
kindof = 0
;end
Notice the mesh that is used nine times in the FPS file.
meshbank\ww2\france\stairs\solid\stair_d_01.x
It is the same xfile with the offY and offZ shifted to make the staircase.
So what you need is a section of the stairs that can be repeated in this fashion to complete your staircase.
The staircase can not be one entity and function proper.