I put some time and effort into doing this too. I called this particular incarnation of my house rules, "True d20", since it was truly a system that uses only the d20.
Since, really, the only thing you use the other dice (d4, d6, d8, etc.) for is to determine damage, my system worked something like this...
The first d20 roll determines if the attack is succesful, just like normal 3E D&D.
The second d20 roll determines how much damage a successful attack inflicts.
A roll of 1 through 5 inflicts minimum damage.
A roll of 6 through 10 inflicts 50% damage.
A roll of 11 through 15 inflicts 75% damage.
A roll of 16 through 20 inflicts full damage.
As always with 3E D&D, round down.
Note that the percentages given are for the weapon *base* damage, without any bonuses for the wielder's strength, the enchantment of the weapon itself, etc.
Also note that the second d20 roll is almost always an unmodified one.
To simply things and to speed up gameplay, you calculate and write down the damage increments for each weapon in a character's (or monster's) possession.
Example: For a 3rd-level fighter with Str 14, wielding a +1 longsword, you'd would write down...
+1 Longsword, Attack Bonus: +6, Criticals: 19-20/x2, Damage: 4/7/9/11.
Another Example: For that same fighter wielding a +1 greataxe, two-handed, you'd write down...
+1 Greataxe, Attack Bonus: +6; Criticals: 20/x3; Damage: 5/10/13/16.
As it turned out, combat was actually quicker using this system. (You'd be surprised how much time is saved over the course of a game session, not having to sort through all those different dice.)
Be that as it may, we ended up going back to the old, "Not-So-True" d20 system. It was simply a matter of the players prefering to use all those various damage dice.